USH'S STAR WARS GAME 2008- Character Creation

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Ushgarak
This thread contains an explanation of the kind of characters you need to create for my game, and the rules by which you can do that.

The latest version of the rules has tried to simplify things as much as possigle but this is still a regulated game with many rules, and creating a character is still a process with a certain amount of detail and effort involved. I treat someone's willingness to go through this process and create a character to be the first 'test' as it were as to whether they are willing to truly put an effort into playing.

That said, this isn't an intelligence test- merely one of willingness- so please do ask for any help you want! The other players are normally only all too happy to help (though sometimes only if you want to be oin their side...).

Post all attempts to make characters in here. Successful characters will be placed in the Archival Records, located here:

http://www.killermovies.com/forums/f7/t487451.html

For reference that will be needed, the Main Rules are here:

http://www.killermovies.com/forums/f7/t487654.html


Look forward to seeing your efforts!

Note- this process has been updated in December 2009. Some templates are stiill untested so not everything here is set, but it is mostly now settled

Ushgarak

Ushgarak

Ushgarak

Ushgarak
JEDI KNIGHT TEMPLATES

Members of the Jedi Order form a vital part of the Republic. Small in number, they are in turn one of only a small number of truly interstellar state organisations, and the only one that has any abillity to enforce law throughout the Galaxy on an interstellar basis.

Jedi are servants of the Republic. That they are devotees of the Light Side of the Force- and therefore have a truly altruistic interest in concepts like peace and justice- is very useful, but their legal power is granted to them by the Senate, by democracy, and Jedi must always bear in mind that they are not themselves the makers of law, only its enforcers. Jedi are allowed- indeed, expected- to use their discretion and intelligence to show flexibility in matters, but they must be careful not to cross over the line into simply enforcing their own will and beliefs upon whatever they find. Still, there are certain basic legal tenets (and indeed, moral ones) that means they are allowed to take action against anything they find that seems to transgress these laws (a race of aliens that eat sentient beings might personally defend the action but it's still murder, no matter what they believe, and the Jedi would be bound to stop it). Of course, Jedi seek non-violent ends to situations whenever they can. They carry Lightsabres- a lethal weapon- as an indication of how they will settle things by force if they must- but only if they must.

Being a Jedi is the classical choice for this game, of course. It puts you in the position of defending a Republlic that you might not always agree with; such is politics. The Order long decided that defending the interests of Democracy was in the best interests of the Light Side, Balance, and in any case was morally desirable. Your job as a Jedi is to solve disputes, investigate mysteries and, sometimes, to take 'direct action' against threats like pirates and other criminals. As for mysteries and rumours like the Sith- well, we shall see...

Being a Jedi means you are part of a hierarchy and must take orders! Do bear that in mind. In return, you have official legal authority to make decisions and arrest criminals.

Ushgarak

Ushgarak

Ushgarak
RENEGADE TEMPLATES

Those with Force talent are obliged to become Jedi. As this means separation from family as a child, it seems a harsh policy- but sadly necessary, as without training Force talent is exceptionally dangerous. The Jedi Order keeps the Dark Side away by training all against it.

Once your training is complete, however, there seems to be no obligation to be a Jedi Knight. And of course, there are those who did start out as Jedi Knights, but for various reasons have taken their leave of the Order. Many such people would go on to lead unassuming lives, which would be rather boring, but in this game, this choice means you not only left the Order, but you have decided to stay in Galactic affairs, and have stayed as an active agent. These are the 'Renegades', Jedi no longer taking orders from the Council, but still trying to act in a Jedi-like way, free from the rules and restrictions of the Order, though also lacking its official authority from the Senate.

Renegades are still Light Siders, and hence wedded to ideas of justice and altriusm. Many dislike offiical power, and see the Senate as corrupt, the people betrayed and the Corporate interests taking over power as positively evil. Many of them certainly have a point, and free from strict legal bonds mayy well achieve much. But Renegades also have issues with authority, and their rebellion against the Council may also cause problems for themselves and others. It should never be forgotten that the Council are wise people- not infallible, of course, but they all earned their positions and to ignore them outright is an extreme course.

In this game, as a result of plot developments, Renegades have found themselves unified under the banner of one of the player characters, Xeth Tam. Xeth has built up links with a coalition of worlds who are trying to act against the Corporate conspiracies in the Galaxy, and so are funding Xeth as an independent investigator. You are effectively part of a a Private Investigation agency, righting wrongs in your own way, finding evidence against criminals (and then presenting it to the appropriate authorites; to mete out justice yourselves might be seen as crossing the line).

Although their views differ, Renegades and Knights often find common cause and nothing stops them doing missions together- indeed, the Council are a forgiving bunch and in some circumstances will offer Renegades missions, perhaps because they need them, and also perhaps because they hope that Renegades will change their views and come back to the Order.

Being a Renegade, therefore, strips you of your need to act in a hierarchy; you are truly independant. However, this means you are not acting in the capacity of policeman or investigator; you have no legal power to detain suspects or make official decisions.

Ushgarak

Ushgarak

Ushgarak
DARK JEDI TEMPLATES

In this game, a 'Dark Jedi' is someone who received Jedi training, but it now on the Dark Side.

That sounds very straightforward but it is actually a very remarkable thing, seeing at the very basic level the entire point of Jedi training is primarily to stop this happening! Having Dark Jedi in the game in any significant amount at all is running dangerously contrary to the spirit of the films, which only have two and suggests that they are close to unique, certainly in the times.

Allowing a bit of leeway, then, the term 'Dark Jedi' here is broader than it looks. We take the view that a serving Jedi that falls to the Dark Side is a very rare occurence (though not actually banned). However, you do not necessarily have to have been a full-on Jedi to count as a Dark Jedi on the Dark Side- so long as you ever received any Jedi training, you come under this category. hence you may have left the Temple very early as a child or teenager, and fallen later in life.

Regardless, being this sort of Dark Sider has a certain style to it. Although you may not have take well to such instruction, Dark Jedi all have a memory of having virtues of order, discipline and teamwork instilled into them. Although Dark Jedi reject the moral precepts of the Order, there is much about the Jedi's practical nature that a Dark Jedi is likely to still see as laudable. They probably see Outsiders as lesser Dark Siders, unrefined and uncivilised (Outsiders in return see Dark Jedi as aloof and full of themselves).

Still, a Dark Sider is a Dark Sider, and a Dark Jedi's destiny is obsessed by his emotions that he is now prey to, and an overwhelming personal selfishness. Play a Dark Jedi and you are now playing the Dark Side game of Survival, to Power, to, hopefully, Rule... and it gets more difficult as you go along. All the skills you learned from the Temple will be needed, with the Galaxy the way it is- and with the power of the Dark Side to back that up, who knows what you might achieve?


Note- we've got a lot of Dark Jedi, and I think just about all of them have a background which says they fell in service as a Knight. No more of that, please! The Order is beginning to look ridiculously leaky (not to mention two of you killed your own Masters- Jedi Masters obviously aren't what they used to be..). I will only accept Dark Jedi submissions if some new originality comes into their background, thanks.

Ushgarak

Ushgarak

Ushgarak
OUTSIDER TEMPLATES

All those born with Force potential in the Republic are identified quickly and trained, as noted above. of course, the Republic is not all encompassing, and in the endless trillions of beings, some Force sensitives are born outside the Republic, and never noticed.

As was also noted above, the mandatory Jedi training was done with a reason, because these people with Force sensitivity are a grave threat- the Jedi remember the days when the Sith combed the outskirts of civilisation for such people to train.

In fact, most of these people will never really amount to much; they might have strange insights and fast reactions (and, sadly, develop negative emotional traits as the Dark Side calls to them), but no more. The Sith are not around to train them any more, after all.

But what if someone DOES train them?

An 'Outsider' is a force sensitive from outside the Republic, who has never been (and probably never met) a Jedi, and yet has fully developed force powers. With the exception of the Orphan (a very special case indeed), this is because someone else has recognised their potential and trained them- another Outsider, or a Dark Jedi looking to create their own powerbase.

Of course, they were all far too old to ever be trained as Light Siders, and besides which their trainers never intended them to be. Outsiders are from places where civilisation is rough- slavery and other wrongs abound, far from the arm of the law- and their worse traits were encouraged by their training. They are fully Dark Siders, every bit as much as a Dark Jedi, but with a rougher edge. Where a Dark Jedi is more likely to accept a challenge to a fair duel (if nothing else, to prove their superiority), an Outsider knows that life isn't fair and very often would play unfairly, seeking to poison his opponent beforte the duel started, for example. You can play a fair-minded Outsider if you like, but the tendency for them is blunt practicality over style.

An Outsider faces the same challenges as a Dark Jedi, the puzzle of survival and power. Life dealt them a bad deal, and they feel the Galaxy owes them a favour, and they will take that favour by force if need be. Outsider templates are to Dark Jedi as Renegades are to Knights- they tend to have more practical knowledge of the Galaxy, but less in the way of Jedi training like Force powers.

Outsiders also have a certain difficulty with genuine emotional bonds with others- it's just not in their make-up, nor is it something they are used to.

Ushgarak

Ushgarak

Ushgarak
OLDER AND WISER- IMPROVING YOUR CHARACTERS

After each episode, characters are rewarded in the form of experience points (or 'xp'). Experience points can be used to increase the powers and skills of your characters to develop them into more formidable people- even though you are greatly formidable to start with!

Experience tends to be awarded on the following criteria:

1. Participation. The more episodes you play, the more you get. if you 'kinda' play an episode, you get a partial score.

2. Success. The better you do, the more you score! This gives a tangible incentive for doing things WELL, rather than just being there. Each Episode tends to have a number of goals beyond the literal ending of the storyline that are used to judge your progress.

3. Victory. In Light Side/Dark Side opposed games, there is a bonus for winning- however, this bonus is not large, else once one side wins it becomes too dfficult for the other side to pull back. Note that this reward won't be going out for a little while.

4. Extreme heroism. If you, deliberately and in full knowledge, take actions of great risk in which you might well be killed, and in doing so achieve some greatly tangible goal, and survive, a hero bonus is yours

5. 'Danger money'. This is a term for the reward given for playing in an 'unfair' situation. Say I have designed a scenario on the idea four Jedi will be there, and then suddenly one day in, two of the Jedi players drop out due to real life pressures, leaving the other two to face the music. This leads to extreme danger for those two, but they will be compenstated by 'danger money' in the form of xp if they survive. Note this is only given if it is due to circumstances beyond your control, NOT if you did something stupid to get yourself into such danger!

-

Experience can be spent in the following ways:

GAIN A BLADE OR GUN SCHTICK: 12

GAIN A PILOT OR COMBAT SCHTICK: 9

GAIN OR MASTER A FORCE POWER: 6


INCREASE A MENTAL ATTRIBUTE BY ONE: Cost is the raised attribute x4 (e.g. Increasing Intelligence from 4 to 5 costs 20). You cannot raise a stat past 5.

INCREASE A PHYSICAL ATTRIBUTE BY ONE: Cost is the raised attribute x6 (e.g. Increasing Strength from 4 to 5 costs 30). You cannot raise a stat past 5. Note that Lightsabre does NOT increase if you improve a physical stat. but other fighting skills do. It also increases your duelling ability

INCREASE YOUR FORCE RATING: Cost is six times the new rating- e.g. raising Force from 7 to 8 costs 48 xp.


BUY A NEW SKILL AT 1: 4. Note you can buy any non-restricted skill this way; it does not have to have been on your original creation template. Restricted skills can be bought with the approval of the GM.

INCREASE A SKILL BY ONE: Cost is double the value of the new skill (e.g. raising Medicine from 2 to 3 costs 6) The current skill maximum is 5.


INCREASE YOUR LIGHTSABRE POOL: This cannot be done unless expressly permitted by the GM. Completing a campaign helps.

INCREASE YOUR DEFENCE: This cannot be done unless expressly permitted by the GM

Jedireaper
Will you post an example of a Jedi bio?

Ushgarak
Phew, done! Man, that's my day gone.

For examples, please look in the Archival Records, plenty in there(though due to experience, several are more powerful than the basic templates given here)

Mando' Ade
yes, i have a question, how would i alter my template if my chracter was a verpine. will go ahead and post what template i will be using

Renegade
Freelancer

Ushgarak
Currently the rules assume that you are either human or human-like (Twi'lek, Zabrak etc.)

The concept of 'Alien Powers' doe technically exist (and one has eben allocated via custom circumstance to Xeth's Geonosian) but they are not really in othe rules systen yet, and would actually require some sort of general template ruling or their own template.

(The only one we can easily bring back is the Brute, which is a Dark Side template from some vast, physically powerful race, an extreme version of the Corsair with a Strength of 6).

So I am afraid more exotic stuff cannot currently be simulated by the rules.

Mando' Ade
kk, will make a human template then

no expression

Lord Melkor
I must say Ush, new template descriptions are very good and emphazise the different motivations of templates very well!

Peach
Originally posted by Mando' Ade
kk, will make a human template then

no expression

You don't have to be human - we do have alien characters - just generally humanoid.

Originally posted by Lord Melkor
I must say Ush, new template descriptions are very good and emphazise the different motivations of templates very well!

Heh, yeah, the descriptions are great. Particularly the Dark Side ones. And of those, especially the descriptions for Pariah, Corsair, and Brigand. They all fit so well...

Newjak
Yeah everything looks awesome Ush.

Mando' Ade
the char i was going to make would have been verpine, therefore insectoid in appearance but stands like a humanoid

http://starwars.wikia.com/wiki/Verpine

page from the star wars wiki

Tptmanno1
You could still do that.
You just wouldn't get any special powers.

Mando' Ade
oh, okay no expression

Mando' Ade
fas' hokh
verpine
26
freelancer



STATS

Strength: 3
Agility: 3
Dexterity: 5
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 3
Perception: 4

Force Rating: 5
Force Attack: 7
Force Defence: 1

SKILLS

Lightsabre: 4

Combat: 4

Guns: 2
Languages: 2
Savoir-Faire: 1
Leadership: 1
Medicine: 1
Observation: 1
Fix-it: 2


SPECIAL: Born to Fight- A Freelancer gets a bonus die to all Lightsabre rolls. This applies to acrobatic as well as combat rolls.


FORCE POWERS: Push/Pull, Sense, Intuition, swiftness, coordination, presence, guidance, quietening

BLADE SCHTICKS: block, cleave, reflection, riposte

COMBAT SCHTICKS: unbreakable, dodge and weave, sidestep, counterstrike, focused blow, martial artist

ally: r2-d9 astromech droid always on the ship
contact: glik, friend in the roche asteroid field
starship: the aldon. modified light freighter.

Peach
You have one more point you can spend on physical stats (so increase either strength or agility to 4)...also, as a Freelancer is a Renegade, you get 4 Merit points.

I think everything else is fine, though.

Mando' Ade
is the contact merit not worth 2 merit points?

as for the rest

fas' hokh
verpine
26
freelancer



STATS

Strength: 3
Agility: 4
Dexterity: 5
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 3
Perception: 4

Force Rating: 5
Force Attack: 7
Force Defence: 1

SKILLS

Lightsabre: 4

Combat: 4

Guns: 2
Languages: 2
Savoir-Faire: 1
Leadership: 1
Medicine: 1
Observation: 1
Fix-it: 2


SPECIAL: Born to Fight- A Freelancer gets a bonus die to all Lightsabre rolls. This applies to acrobatic as well as combat rolls.


FORCE POWERS: Push/Pull, Sense, Intuition, swiftness, coordination, presence, guidance, quietening

BLADE SCHTICKS: block, cleave, reflection, riposte

COMBAT SCHTICKS: unbreakable, dodge and weave, sidestep, counterstrike, focused blow, martial artist

ally: r2-d9 astromech droid always on the ship
contact: glik, friend in the roche asteroid field
starship: the aldon. modified light freighter.

Newjak
Contacts only costs two if you are taking the Jedi Counsel as your contact.

For everything any other contact yuou can think of it is only 1.

Mando' Ade
fas' hokh
verpine
26
freelancer



STATS

Strength: 3
Agility: 4
Dexterity: 5
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 3
Perception: 4

Force Rating: 5
Force Attack: 7
Force Defence: 1

SKILLS

Lightsabre: 4

Combat: 4

Guns: 2
Languages: 2
Savoir-Faire: 1
Leadership: 1
Medicine: 1
Observation: 1
Fix-it: 2


SPECIAL: Born to Fight- A Freelancer gets a bonus die to all Lightsabre rolls. This applies to acrobatic as well as combat rolls.


FORCE POWERS: Push/Pull, Sense, Intuition, swiftness, coordination, presence, guidance, quietening

BLADE SCHTICKS: block, cleave, reflection, riposte

COMBAT SCHTICKS: unbreakable, dodge and weave, sidestep, counterstrike, focused blow, martial artist

ally: r2-d9 astromech droid always on the ship.
contact: glik, friend in the roche asteroid field who is very good at tracking and finding people.
contact: del gona, friend who has access to the jedi archive.
starship: the aldon. modified light freighter.

Ushgarak
Just to step in there- Guidance and Quietening are not things you buy individually, they are powers you get access to by having the Master versions of Intuition and Presence, respectively.

So you should scratch those last two off, and consider if you want to buy any Master versions (remembering that you have to have Mastered the pre-requisite powers first also, so Intuition you can do, but you could not buy Master Presence until you had already bought Master Sense).

Mando' Ade
fas' hokh
verpine
26
freelancer



STATS

Strength: 3
Agility: 4
Dexterity: 5
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 3
Perception: 4

Force Rating: 5
Force Attack: 7
Force Defence: 1

SKILLS

Lightsabre: 4

Combat: 4

Guns: 2
Languages: 2
Savoir-Faire: 1
Leadership: 1
Medicine: 1
Observation: 1
Fix-it: 2


SPECIAL: Born to Fight- A Freelancer gets a bonus die to all Lightsabre rolls. This applies to acrobatic as well as combat rolls.


FORCE POWERS: Push/Pull, mastery Sense, mastery Intuition, swiftness, mastery presence

BLADE SCHTICKS: block, cleave, reflection, riposte

COMBAT SCHTICKS: unbreakable, dodge and weave, sidestep, counterstrike, focused blow, martial artist

ally: r2-d9 astromech droid always on the ship.
contact: glik, friend in the roche asteroid field who is very good at tracking and finding people.
contact: del gona, friend who has access to the jedi archive.
starship: the aldon. modified light freighter.

SpikeSpiegel
Sean Tiberius Farak (Renegade - Ronin)

Strength: 4
Agility: 3
Dexterity: 5
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 3
Perception: 5

Force Rating: 7
Force Attack: 7
Force Defence: 1

SKILLS

Lightsabre: 4
Combat: 2 (Fixed)

Savoir-Faire: 2
Languages: 2
Intrusion: 2
Intimidate: 2
Leadership: 2
Observation: 2
Guns 2
Pilot 2
Sabotage: 1
Medicine: 1
Fix-it: 1
Jedi Lore: 1

MERITS:
1 Merit to Lucky

FORCE POWERS:
Push/Pull
Sense
Intuition
Lifting
Leaping
Swiftness
Co-ordination
Balance
Leadership
Inner Calm
Presence

PILOT SCHTICKS: 1

GUN SCHTICKS: 1
Gunslinger

BLADE SCHTICKS: 4
Perfect Strike
Reflection
Charge
Orthodox Guard

COMBAT SCHTICKS: 3
Counterstrike
Focused Blow
Whirling Strike

~~~

Think that's everything...probably missed some stuff though, been watching TV at the same time as typing stick out tongue

Ushgarak
It's fine except you have declined to take any Masteries, Spike- probasbly want one or two.

SpikeSpiegel
Knew there'd be something, stupid Jeeves and Wooster distracting me stick out tongue

Push/Pull (Master)
Leaping

Swiftness (Master)
Co-ordination
Balance

Sense
Presence (Master)

Intuition

Think that's right. Providing I can master Presence without needing to master sense. If not then I'll master Intuition instead.

Ushgarak
Intuition it is, then!

Mando' Ade
is mine accepted ush?

fas' hokh
verpine
26
freelancer



STATS

Strength: 3
Agility: 4
Dexterity: 5
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 3
Perception: 4

Force Rating: 5
Force Attack: 7
Force Defence: 1

SKILLS

Lightsabre: 4

Combat: 4

Guns: 2
Languages: 2
Savoir-Faire: 1
Leadership: 1
Medicine: 1
Observation: 1
Fix-it: 2


SPECIAL: Born to Fight- A Freelancer gets a bonus die to all Lightsabre rolls. This applies to acrobatic as well as combat rolls.


FORCE POWERS: Push/Pull, mastery Sense, mastery Intuition, swiftness, mastery presence

BLADE SCHTICKS: block, cleave, reflection, riposte

COMBAT SCHTICKS: unbreakable, dodge and weave, sidestep, counterstrike, focused blow, martial artist

ally: r2-d9 astromech droid always on the ship.
contact: glik, friend in the roche asteroid field who is very good at tracking and finding people.
contact: del gona, friend who has access to the jedi archive.
starship: the aldon. modified light freighter.

Craft

Jedireaper
Adventurer

"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.


STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2,

(Schtics?)

FORCE POWERS: Push/Pull, Sense, Intuition, Leaping, TBC...

BLADE SCHTICKS: 3
-

COMBAT SCHTICKS: 3
-

Will finish this soon... big grin

Ushgarak
Blimey, look at all the Renegades!

Your characters all look good, well done (waiting for Denzral to finish, of course)

Noting a certain amount of rejection of Cosmic Force in lieu of Living... which suits Renegades well!

Mando' Ade
want me to put mine up in the records ush? or are you?

Ushgarak
Nah, I'll do that- they all go up front anyway, for easy viewing.

Jedireaper
Adventurer

"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.


STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2,

GUNS SCHTICK:
Gunslinger

PILOT SCHTICK:

(!help!)

FORCE POWER: Push/Pull, Sense, Intuition, Leaping, Mind Trick, Levitate... (help please)

BLADE SCHTICKS:
Orthodox Guard, Riposte, Reflection.

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! messed Suggestions?

Lord Melkor
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.

Jedireaper

General Kaliero
He's saying you may want to focus your Force choices a bit more so you can take a Mastery or two, instead of being so spread out.

Jedireaper
Mastery?

Peach
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.

General Kaliero
Originally posted by Peach
It's generally better to be good with a few things than just okay with a lot of different things.
It's generally better to read the rules properly, too.

Jedireaper
I read the rules, just didn't understand mastery's any Force skill suggestions?

Bespin Bart
Welcome all new players! Especially the Renegades, I'm thrilled that we've already got three new players for that. big grin

Lt. Valerian
I'm enjoying vacations with some friends now, out of the country, but as soon as I return I'll get to work on my character.

HereticalDruid
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.

HereticalDruid
I'll go ahead and post my numbers.

Azarl Kaal, Heretic

PHYSICAL
Strength: 4
Agility: 3
Dexterity: 5
Defense: 1

MENTAL
Willpower: 4
Intelligence: 5
Charisma: 4
Perception: 4

FORCE
Force Power: 8
Force Attack: 8
Force Defense: 2


SKILLS
Lightwhip: 3
Languages: 3
Savoir-Faire: 3
Jedi Lore: 2
Lying: 2
Medicine: 1
Languages: 1
Observation: 1
Combat: 2
Intimidation: 2
Leadership: 3

MERITS
1 Merit to Ally (Sith Combat-Protocol Droid)
1 Merit to Contact (Headhunter Slavers)
1 Merit to Contact (Cult of Will)
1 Merit to Power Hungry

FORCE POWERS

PUSH/PULL (Combat Push , Saber Throw )
LIFTING (Super Lift , Grip , Bombard )
PRECISION

LEAPING

SWIFTNESS

SENSE (Scan , Empathy )
PRESENCE

INTUITION


BLADE SCHTICKS
Orthodox Guard
Block

COMBAT SCHTICKS
Martial Artist

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

HereticalDruid

Captain REX
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.

Lord Melkor
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!

HereticalDruid
I think I can only take 10 more, but I am short on powers, yeah. Thank you Melkor.

HereticalDruid
Okay I am adding Coordination and its Masteries as the two powers I was missing from my character. smile

Ushgarak
No go on the whip I am afraid- we're very traditional on the whole 'sabre' thing.

Plus we already have energy whips being used iconically in a different role (and of different function to the cutting power of a sabre)

Jedireaper
Adventurer

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."

Denzral Vassisk

Age: 27

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.


STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2,

GUNS SCHTICK:

Gunslinger

PILOT SCHTICK:

(!help!)

FORCE POWER: Push/Pull (mastery), Sense (mastery), Intuition, Leaping (mastery), Lifting (mastery), Presence.

BLADE SCHTICKS:
Orthodox Guard, Riposte, Reflection.

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

Suggestions? Anyone care to tell me whats missing now, or weather I should change my Force powers or anything?

Craft
I think your only allowed 3 merits unless told otherwise.

Mando' Ade
correct craft. jr you are only aloud 3 merits. in order to have 4 you must be one of the renegade classes. i would take away the contact since your mentor is probably in the council anyway.

Lord Melkor
No problem HereticDruid, your character is interesting and could have interesting interactions with my Apostate.

By the way, Gallador also has. interactions with Darkside cult mentioned in his bakcground. Ush, Druid, is it okay for it to be the Cult of Will?

Ushgarak
I don't see why not.

Peach
Originally posted by Ushgarak
No go on the whip I am afraid- we're very traditional on the whole 'sabre' thing.

Plus we already have energy whips being used iconically in a different role (and of different function to the cutting power of a sabre)

And as a Dark Sider, you will very quickly learn to hate them.

General Kaliero
Originally posted by Peach
And as a Dark Sider, you will very quickly learn to hate them.
I did in just one game! Dak actually has a phobia.

SpikeSpiegel
Question: Is there anything as bad as agents? Enemies which have everybody running scared and destroying so precious plans? Other than the crazy psycho brigade, although I'm sure one day they'll kill themselves stick out tongue

Peach
Count yourself glad to not be a Darkie if that's something you're worrying about stick out tongue

Because we get Osokans.

HereticalDruid
Lightsaber it is!

Captain REX
I think the Renegades actually have something that is overall worse than Osokans, but there is only one of it and I know little about it.

Jedireaper, my only two problems now are that you're missing a Gun Schtick (you can take two), and that... yeah, your Council Contact is a non-existing character...

Peach
Originally posted by Captain REX
I think the Renegades actually have something that is overall worse than Osokans, but there is only one of it and I know little about it.

Jedireaper, my only two problems now are that you're missing a Gun Schtick (you can take two), and that... yeah, your Council Contact is a non-existing character...

No, I think it's just one gun schtick, he gets a guns score of 2.

Originally posted by Mando' Ade
your mentor is probably in the council anyway.

Um, we know who is on the Council at this point in time in the SW universe...

Captain REX
Oh, okay, never mind then on the Schtick, I misread that.

But yeah, can't go around making up Council members when they're listed around. stick out tongue

Mando' Ade
ah, yes...


my bad

Captain REX
Well, you didn't do it, he did. stick out tongue

Mando' Ade
no, i mean, i kind of said that his mentor would probably be on the council anyway, and peach corrected me. i forgot what era this rp takes place in.

Captain REX
Oh yeah, you did. In that case... *readies Queeq's torture room*

Mando' Ade
omg_smilie oh noes!

Captain REX
Indeed. Though, it hasn't been used since... 2003, 2004, so I wouldn't be too worried unless you have dust allergies. ermm

So, ready for the Renegadeness? Thought of a background for your character?

SpikeSpiegel
I have, I'll write it up when I get back from my camping trip tomorrow...or maybe tonight if I get bored. The short of it is that due to the council's orders a mission went a bit kaka and his master and family (mission was on his home planet) ended up being massacured. He's now angry at the council (but still believes in the philosophy and wont turn to evil) and just wandering the galaxy in search of the one responcible....ok, so the short of it is pretty much it. But I'll still write it up with (probably) better spelling and more detail.

Captain REX
Don't pin it on a Dark Jedi! That seems to happen much.

SpikeSpiegel
Nope, space pirates.....damn dirty pirates!

Ushgarak
It would just be Sienar anyway. He's got a list of every Jedi trained inside the last two decades and is trying to make sure he's messed up their lives in some way.

Alkaselzer
So it would seem!

What will be the Jedi 'training mission,' if there is one? It would probably be a flashback since Gallagher can't really ask Sienar for a brief respite just for training purposes. big grin

Ushgarak
I think a lot of people missed the 'only for new players' bit...

Alkaselzer
Oh yes, looks like it.

I think we're just all eager to play and are deliberately ignoring it subconsciously.

Peach
Sounds about right to me.

Ushgarak
The idea being that the vets (as PLAYERS, not characters) give the new guys advice in-game.

Except for Spike who knows the score, so he has to do things the hard way. No advising him!

Jedireaper
Adventurer

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."

Denzral Vassisk

Age:
27

Born:
Unknown

Background information:
Denzral remembers little about his short child-hood before two members of the Jedi order took him in. He had been living on the on the streets of Coruscant. He was unsure of how or what compelled them to look down an empty alley in the under city of Coruscant but they sensed the childs Force potential. After his administration into the Jedi Academy and the 14 years of training, Denzral proved on many occasions to be an adept peace maker and fighter. He soon grauated the Jedi Academy to come under the tutilage of Jedi Master Viess Ichinara, he followed his master till Viess's asassination by a Bounty Hunter hired by the Hutt's. The Hutt's were dealing in illigit business, slavery, in the Republic and Denz and Viess were tracking down their leads to solidly prove the Hutt's involvement. Subsequently the young Denzral, who was 17 at the time, at first blamed the council for Viess's death and felt that they should have forsaw it, but after seeking council from Master Yoda he soon learned that the act was blameless, the Hutt's were protecting themselves and it had not been the Jedi Council's fault but Viess's own, for putting the the spotlights on the Hutt's directly. After this he was elevated to Knight level and has sinse taken on several dangerous missions, one involving the persuit of a dark Jedi through a heavly fortified Pirate base, where he aquired his light freighter, and many lesser missions including a few political assignments. Although Denz's charisma was never substantial he did make a name for himself for his dedication. Though he now feels the order lately seemed to have been miss guided, with the death of Qui-Gon and the appearance of the Sith; Darth Maul who had been killed by Qui-Gon's apprentice Obi-Wan Kenobi. In his personel log he wrote, after meeting the chosen one 'Anakin Skywalker'! Stubborn Kid, reminds me of me! (Needs going over by someone who can correct my errors! laughing out loud )

STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2, 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, Archives.

Mentor:
Jedi Master Veiss Ichinara

(Suggestions pleStarfighter, (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, Archives.

Mentor:
Jedi Master Veiss Ichinara

(Suggestions please?)

Peach
If you're an Adventurer, you only get three Merits as you're a Jedi. Only Renegade and Outsider templates get four Merits. So if you want that Starship, you need to drop one of your other Merits.

Mando' Ade
how many times do we have to repeat the same thing to jr before he actually reads the posts and understands them. we are on post # 4 telling him that he only gets 3 merits.

by the way, i'll probly get to my back story sometime this week, or next week while i'm in germany.

Jedireaper
Adventurer

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."

Denzral Vassisk

Age:
27

Born:
Coruscant

Background Information:
Little is known about Denzrals childhood, from his parents, to his name, however what is known is that he was probably born on Coruscant. Denz was put into an orphanage and was discovered by a Jedi searching for children gifted with the potential that defines a Jedi from the everyday norm.

After his acceptance into the Jedi Academy to be trained, he was tested time and again, learning the ways of the Force and the Jedi code, and beginning his training with a lightsaber.

For the next 14 years Denzral trained in the Academy under a teacher and as soon as he was old enough he was selected to be trained by a Jedi Master called Viess Ichinara who taught Denzral as a Padawan.

When Denzral was seventeen, his master was asassinated by a Bounty Hunter, by order of the Hutt's because Viess and Denz had been on the trail of a slave ring in the Republic that they believed the Hutt's were running. Due to Master Ichinara putting pressure on the orgaisation he was killed before the link was uncovered. Vassisk at first blamed the Council for not forseeing his masters demise. However, after having a meditation on the matter with Master Yoda he soon learned to accept Viess's absense as un-punishible by learning that hs death was his own fault and a great loss. (I gota post this now, and I will finish it tomorrow, your concerns welcome)

STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2,

GUNS SCHTICK:

Gunslinger

PILOT SCHTICK:

(!help!)

FORCE POWER: Push/Pull (mastery), Sense (mastery), Intuition, Leaping (mastery), Lifting (mastery), Presence.

BLADE SCHTICKS:
Orthodox Guard, Riposte, Reflection.

COMBAT SCHTICKS:
Focussed Blow, Side Step, Martial Artist.

MERITS

Weapons:
Light Pistol, Lightsabre.

Star Ship:
(default) Jedi Starfighter (includes droid), (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.

Contact:
Jedi Master Trin Derimx, on the Archives.

Mentor (dead):
Jedi Master Veiss Ichinara

(Suggestions?)

Peach
You still have four merits listed. You only get three.

You have Starship, Ally, Contact, and Mentor. One needs to go.

And Jedi do not get a Jedi starfighter by default. This game takes place before the Clone Wars...

Jedireaper
I removed Ally. Besides yes they did get star fighter sized ships, only they weren't armed. I think. see before the clone wars!

Peach
Okay, well, you still only get one ship unless you take Starship twice.

General Kaliero
The Jedi Starfighters were owned by the Jedi Order as a whole and assigned to Jedi as missions required.

The Starship Merit is a ship that your character personally owns.

Jedireaper
Oh I do not have the ability to copy and paste, I have to write everyting by hand. sad Sorry for the annoyance.

Peach
Originally posted by General Kaliero
The Jedi Starfighters were owned by the Jedi Order as a whole and assigned to Jedi as missions required.

The Starship Merit is a ship that your character personally owns.

Yup...

Originally posted by Jedireaper
Oh I do not have the ability to copy and paste, I have to write everyting by hand. sad Sorry for the annoyance.

Well, if you're just changing one thing, you don't have to repost the entire sheet. Just state what you've changed.

Alkaselzer
That and your mentor can't be dead, since the point of a mentor is to give you advice when you need it.

Jedireaper
K I'll change them big grin So which Merits shouldd I leave in?

Captain REX
That's up to you, I should think.

Lord Melkor
Starfighter is very useful if you are a good pilot. Contacts and Mentor just give you information or advice occasionally.

Jedireaper
Adventurer

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."

Denzral Vassisk

Age:
27

Born:
Coruscant

Background Information:
Little is known about Denzrals childhood, from his parents, to his name, however what is known is that he was probably born on Coruscant. Denz was put into an orphanage and was discovered by a Jedi searching for children gifted with the potential that defines a Jedi from the everyday norm.

After his acceptance into the Jedi Academy to be trained, he was tested time and again, learning the ways of the Force and the Jedi code, and beginning his training with a lightsaber.

For the next 14 years Denzral trained in the Academy under a teacher and as soon as he was old enough he was selected to be trained by a Jedi Master called Viess Ichinara who taught Denzral as a Padawan.

When Denzral was seventeen, his master was asassinated by a Bounty Hunter, by order of the Hutt's because Viess and Denz had been on the trail of a slave ring in the Republic that they believed the Hutt's were running. Due to Master Ichinara putting pressure on the orgaisation he was killed before the link was uncovered. Vassisk at first blamed the Council for not forseeing his masters demise. However, after having a meditation on the matter with Master Yoda he soon learned to accept Viess's absense as un-punishible by learning that hs death was his own fault and a great loss.

Vassisk was elevated to Knight status and hense was soon seleted for many missions ranging from political assignments to tracking down dark Jedi. One particular mission for the council was to apprehend a suspected dark Jedi hiding out in a fortified Pirate base on a moon. After infiltrating the moon base, a lengthy chase between the dark Jedi and Denz, ending with a sabre fight in which the dark Jedi suffered a fatal injury before he could reach an escape craft. The pirates started attacking and the Knight and he escaped on the darkies feighter.

STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2,

GUNS SCHTICK:

Gunslinger

PILOT SCHTICK:

(!help!)

FORCE POWER: Push/Pull (mastery), Sense (mastery), Intuition, Leaping (mastery), Lifting (mastery), Presence.

BLADE SCHTICKS:
Orthodox Guard, Riposte, Reflection.

COMBAT SCHTICKS:
Focussed Blow, Side Step, Martial Artist.

MERITS

Weapons:
Light Pistol, Lightsabre.

Star Ship:
(default) Jedi Starfighter (includes droid),

Star Ship:
(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.

(Better?)

Craft
Now your missing a merit.

Jedireaper
Adventurer

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."

Denzral Vassisk

Age:
27

Born:
Coruscant

Background Information:
Little is known about Denzrals childhood, from his parents, to his name, however what is known is that he was probably born on Coruscant. Denz was put into an orphanage and was discovered by a Jedi searching for children gifted with the potential that defines a Jedi from the everyday norm.

After his acceptance into the Jedi Academy to be trained, he was tested time and again, learning the ways of the Force and the Jedi code, and beginning his training with a lightsaber.

For the next 14 years Denzral trained in the Academy under a teacher and as soon as he was old enough he was selected to be trained by a Jedi Master called Viess Ichinara who taught Denzral as a Padawan.

When Denzral was seventeen, his master was asassinated by a Bounty Hunter, by order of the Hutt's because Viess and Denz had been on the trail of a slave ring in the Republic that they believed the Hutt's were running. Due to Master Ichinara putting pressure on the orgaisation he was killed before the link was uncovered. Vassisk at first blamed the Council for not forseeing his masters demise. However, after having a meditation on the matter with Master Yoda he soon learned to accept Viess's absense as un-punishible by learning that hs death was his own fault and a great loss.

Vassisk was elevated to Knight status and hense was soon seleted for many missions ranging from political assignments to tracking down dark Jedi. One particular mission for the council was to apprehend a suspected dark Jedi hiding out in a fortified Pirate base on a moon. After infiltrating the moon base, a lengthy chase between the dark Jedi and Denz, ending with a sabre fight in which the dark Jedi suffered a fatal injury before he could reach an escape craft. The pirates started attacking and the Knight and he escaped on the darkies feighter.

STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2,

GUNS SCHTICK:

Gunslinger

PILOT SCHTICK:

(!help!)

FORCE POWER: Push/Pull (mastery), Sense (mastery), Intuition, Leaping (mastery), Lifting (mastery), Presence.

BLADE SCHTICKS:
Orthodox Guard, Riposte, Reflection.

COMBAT SCHTICKS:
Focussed Blow, Side Step, Martial Artist.

MERITS

Weapons:
Light Pistol, Lightsabre.

Star Ship:
(default) Jedi Starfighter (includes droid),

Star Ship:
(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.

Contact:
A Jedi Archive member.

(Better?)

Mando' Ade
would not the droid on the jedi starfighter be considered an allly. why do you need 2 ships anyway. in fact, a jedi wouldn't really be allowed to keep it anyway.

Ushgarak
If I remember rightly the Adventurer has 13 Force powers in all, the three everyone starts with and then ten he can choose.

I won't literally disallow a Jedi Starfighter merit pick but I would add some certain caution. The chances are that in any situation where you need a ship like that, the Order would give you one anyway (if you were a Renegade it would be different).

Mando' Ade
well, my guy's starfighter was junked by some pirate near kessel anyway. but fas' hokh just jupped ship when the pirate decided to pull his ship into theirs with a tractor beam. after that he just took one of the pirates freighter's, which he assumed had been stolen anyway.

Jedireaper
I'm just gonna remove the extra ship then big grin

Captain REX
So...

Ally- Astromech Droid
Starship- Large Freighter
Contact- Jedi Archives

Yes?

You can also pick three more powers, says Ush.

Jedireaper
I need a list

Peach
List of powers is in the main rules thread.

Jovan

Ushgarak
I thionk the ony issue is that you do not need to pick individual Mastery powers- if you Master a force power you get all the abilities that are listed as Masteries.

Jovan
I do not understand what you mean, can you dumb it down a little? ?)

Peach
Originally posted by Jovan
I do not understand what you mean, can you dumb it down a little? ?)

Oh, it's pretty simple.

Like, for example, Push/Pull has the Mastery powers Combat Push and Saber Throw. If you Master Push/Pull, you automatically get both of the Mastery powers, instead of picking which you want.

Captain REX
The Force Powers you pick are meant to be broad ones, but if you wanted the specific abilities, you would upgrade the power to a Mastery.

Your template comes with Push/Pull, but you could upgrade it to a Mastery so that you have Combat Push and Saber Throw.

Jovan

Captain REX
So here's what you should have so far...

-

PUSH/PULL
LIFTING

LEAPING

SWIFTNESS
CO-ORDINATION

SENSE
PRESENCE

INTUITION

-

You can pick two more, if I've got that read write.

Jovan
thanks! Than I'm adding inner calm & tranquility

Jovan
Catain REX pointed out I forgot to add the merits.
I pick famous master

contact (jedi archives)

contact (the senate)

Jedireaper
Adventurer

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."

Denzral Vassisk

Age:
27

Born:
Coruscant

Background Information:
Little is known about Denzrals childhood, from his parents, to his name, however what is known is that he was probably born on Coruscant. Denz was put into an orphanage and was discovered by a Jedi searching for children gifted with the potential that defines a Jedi from the everyday norm.

After his acceptance into the Jedi Academy to be trained, he was tested time and again, learning the ways of the Force and the Jedi code, and beginning his training with a lightsaber.

For the next 14 years Denzral trained in the Academy under a teacher and as soon as he was old enough he was selected to be trained by a Jedi Master called Viess Ichinara who taught Denzral as a Padawan.

When Denzral was seventeen, his master was asassinated by a Bounty Hunter, by order of the Hutt's because Viess and Denz had been on the trail of a slave ring in the Republic that they believed the Hutt's were running. Due to Master Ichinara putting pressure on the orgaisation he was killed before the link was uncovered. Vassisk at first blamed the Council for not forseeing his masters demise. However, after having a meditation on the matter with Master Yoda he soon learned to accept Viess's absense as un-punishible by learning that hs death was his own fault and a great loss.

Vassisk was elevated to Knight status and hense was soon seleted for many missions ranging from political assignments to tracking down dark Jedi. One particular mission for the council was to apprehend a suspected dark Jedi hiding out in a fortified Pirate base on a moon. After infiltrating the moon base, a lengthy chase between the dark Jedi and Denz, ending with a sabre fight in which the dark Jedi suffered a fatal injury before he could reach an escape craft. The pirates started attacking and the Knight and he escaped on the darkies feighter. Of course, although he asked, he wasn't allowed to keep the freighter.

STATS

Strength: 4
Agility: 5
Dexterity: 3
Defence: 1

Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4

Force Rating: 7
Force Attack: 7
Force Defence: 1


SKILLS

Lightsabre: 4

Combat: 2 (Fixed)

Jedi Lore: 2

Persuade: 3

Leadership: 1

Savoir-Faire: 1

Medicine: 2

Fix-it: 3

Languages: 2

Observation: 2

SPECIAL: Life in the Field:

A. Man of all Talents: Guns 2, Pilot 2,

GUNS SCHTICK:

Gunslinger

PILOT SCHTICK:

(!help!)

FORCE POWER:
- Push/Pull (mastery: Combat Push (1), Sabre Throw (1) )

- Lifting (mastery: Super Lift (1), Grip (1), Bombard (1) )

- Precision ( mastery: Advanced Sabre Throw (1), Bombard (1), Fling (2) )

- Leaping ( mastery: Great Leap (1), Defence Leap (1) )

- Swiftness ( mastery: Strike (1), Evade (1), Dash (1) )

- Sense ( mastery: Empathy (1), Scan (1) )

- Intuition

BLADE SCHTICKS:
Orthodox Guard, Riposte, Reflection.

COMBAT SCHTICKS:
Focussed Blow, Side Step, Martial Artist.

MERITS

Weapons:
Light Pistol, Lightsabre.

Star Ship:
Jedi Starfighter

Ally: R4-D7

Contact:
Jedi Archive

(How about now?)

Mando' Ade
i see no problem jr. you are clear.

Captain REX
Originally posted by Jovan
Catain REX pointed out I forgot to add the merits.
I pick famous master

contact (jedi archives)

contact (the senate)

The Archives is a good pick, but the Senate might be narrowed down a bit? Maybe a certain person in the Senate?

Jovan
djee, I thought not to narrow it down because if I said "the senator from malastare" and suddenly we're on the other side of the galaxy and will never need him/her/it, than it was a useless merit :s

Peach
Well, what a contact generally does is stuff like get you information. So it doesn't really matter where they're located, but a Senator would be able to get you different info than a pirate, or a Jedi in the Archives, etc.

Ushgarak
Originally posted by Jovan
djee, I thought not to narrow it down because if I said "the senator from malastare" and suddenly we're on the other side of the galaxy and will never need him/her/it, than it was a useless merit :s

Well, it's not going to be the Senator for, conveniently, whereever you happen to be at that time!

But Contact: The Senate is fine. it just means a contact within the Senatorial structure.

Having an actual SENATOR as a contact would cost more than one Merit. That's powerful backup.

Tptmanno1
But it would be ok to think that Contact: The Senate, might be able to get you an audience with "Senator for wherever we conveniently have to be" but without the additional information...

Ushgarak
Yup...

Jedireaper
Which would you recommend Jedi Archives or The Senate?

Craft

Jedireaper
Better than mine by far!

Jovan
Originally posted by Jedireaper
Which would you recommend Jedi Archives or The Senate?
I think the archives are good for data (like "is it known that people X are prone to item Y or not"wink while the Senate can be used to get to a senator or whatever to put pressure on someone, no? I hope I'm right or one of these two merits is useless to me stick out tongue

Ushgarak
Jovan- no name, no entry, I am afraid...

Mando' Ade
well, here goes nothin.

fas' hokh. a renegade without cause. fas was once the best information gatherer the council had to offer. now, he was a wanderer, drifting through the outer rim territories in an old ship he had found in the scrap heep, with a droid that appeared to be covered in muck and filth. to most he appeared a simple verpine, cut off from the hive. but truthfully, he simply didn't have enough credits to get everything cleaned. he wandered through the territories, searching for other renegades, repairing ships and doing good to make enough money to eat and refuel his ship. occasionally he would think thoughts of becoming a bounty hunter, or returning to roche. but for now, he was a mere wanderer, searching the stars for truth.

Jovan
Originally posted by Ushgarak
Jovan- no name, no entry, I am afraid...
how do you mean? ?)

Mando' Ade
you never named your character. lololololol

Mando' Ade
laughing laughing out loud

Bardock42
Category: Dark Jedi

Name: Con-Gordo

STATS

Strength: 5
Agility: 5
Dexterity: 2
Defence: 1

Willpower: 4
Intelligence: 5
Charisma: 5
Perception: 4

Force Rating: 8
Force Attack: 8
Force Defence: 2


SKILLS

Lightsabre: 3

Jedi Lore: 4
Lying: 4
Languages: 2
Intimidation: 1
Savoir-Faire: 2
Medicine: 1
Languages: 1
Observation: 1

Languages seem to be stated twice. I am not sure whether I should just drop one or combine them.

SPECIAL:

Dark Learning: Jedi Lore

MERITS:

Lucky

BLADE SCHTICKS:

Balanced Guard
Reflection


FORCE POWERS:

Push/Pull
Sense
Intuition;

Insight
Iron Will
Corruption
Manifest Destiny
Presence
Leadership
Charisma
Supterfuge
Persuade
Scan




I am nor really sure if I did Force Powers right, or, whether my choices make any sense in the context of the character. Maybe someone with more experience could give me some tips. Thanks.


Oh and if Dark Jedi is not an option, please tell me, I would remodel it as a Jedi then.

Jovan
Originally posted by Mando' Ade
you never named your character. lololololol
ah, indeed smile

pffft,... just call him Jovan Wiecko than

Ushgarak
Thanks.

And heck, Bardock, that's actually an error in my base Seeker template, and hence the Hereitc too. Thanks- corrected now, the extra Languages skill at 1 is a copy from the Scholar and should not be there.

Dark Jedi is fine! I would just rather they were not serving Knights who fell on the job, as we have had rather a lot of those.

As for Force Powers- you don't need to buy the individual Mastery abilities. You simply buy one of ther Force Powers a second time to 'Master' it and get all the extra things that come with it. So if you buy Push/Pull a second time, you get Combat Push and Sabre Throw at the same time. But you can onyl Master a power of you have Mastered the pre-reqs as well.

Bardock42
Originally posted by Ushgarak
Thanks.

And heck, Bardock, that's actually an error in my base Seeker template, and hence the Hereitc too. Thanks- corrected now, the extra Languages skill at 1 is a copy from the Scholar and should not be there.

Dark Jedi is fine! I would just rather they were not serving Knights who fell on the job, as we have had rather a lot of those.

As for Force Powers- you don't need to buy the individual Mastery abilities. You simply buy one of ther Force Powers a second time to 'Master' it and get all the extra things that come with it. So if you buy Push/Pull a second time, you get Combat Push and Sabre Throw at the same time. But you can onyl Master a power of you have Mastered the pre-reqs as well.

Okay, I think I adjusted it correctly now:

FORCE POWERS:

11 Force Powers (plus 3 standard):

Push/Pull

Sense (2)
...Empathy
...Scan

Intuition (2)
...Dreams
...Guidance

Presence (2)
...Persuade
...Quieting

Leadership

Charisma

Iron Will (2)
...Shroud
...Revitalize

Insight

Corruption

Supterfuge


And I will think of a background story with not being a Jedi Knight in mind. Though, could you maybe explain what you mean by that, what status in the Jedi Order would be required?

Ushgarak
The only prerequisite is that you were Jedi trained- not necessarily complete,y but the big difference between a Dark Jedi and an Outsider is that when they first started to learn the Force, a DJ did it in a disicipline environment of formal learning, emphasing control, and starting in early childhood. Whereas an Outsider learned it from someone else on the fly, when far too old (i.e. above 10, to judge by the films) to be safe.

Force powers are fine now, btw.

HereticalDruid
I think I did one of mine wrong then, too. I mastered Coordination without mastering Swiftness. If that could be changed so that Swiftness is mastered and not the other, that would be great.

Bardock42
For the background I think a story along these lines would be good:


Con Gordo was brought to the Jedi Academy as when he was 1 year old. He was a good and thorough student for the next 14 years, though always more interested in the theoretical aspects of the Jedi ways. He finished his tasks as well as he could, but spent his time much rather reading in the vast libraries of the Jedi Order. When he was 15 years old he was appointed a Padawan, and had to carry out many tasks with his new master that brought him around in the galaxy. He much preferred staying on Coruscant though and would spend all his free time reading and researching whichever particular topic interested him at the time. After 2 and a half years with his master he realized that he never wanted to lead the life of a Jedi Knight, confined by rules and superiors and chose to abandon the Order at first chance. One day he packed what little belongings he had and left his Master and his few friends behind to tracel the Galaxy on his own to find knowledge in books and on worlds the Jedi Order would not allow. For years he gathered information about the Dark Side and Jedi History and although he always told himself many time, that he was still a bearer of the light, the Dark Side slowly overtook him until he had no good feelings for his old Order anymore. He was corrupted by the Dark.

General Kaliero
Ooh, another Darkie!

Although, Apostate... we have a second Gallador, Brigade.

We must increase our numbers or we might lose our power base...

Bardock42
Originally posted by General Kaliero
Ooh, another Darkie!

Although, Apostate... we have a second Gallador, Brigade.

We must increase our numbers or we might lose our power base...

Are we all backstabb-y and stuff?

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