Warmaster |
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Joined: Fri Apr 25, 2008 4:24 pm Posts: 500 Location: Dallas/Fort Worth
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Klick Slayn CL 8
Medium Verpine noble 4/scoundrel 4 Destiny 7; Force 8 Init +11; Senses heightened awareness; Perception +13 Languages Basic, Binary, Durese, High Galactic, Huttese, Mon Calamarian, Sluissese, Sullustese, Verpine Defenses Ref 23 (flat-footed 21), Fort 20, Will 22; Vehicular Combat hp 54; second wind +13/27; Threshold 20 Speed 6 squares Melee by weapon +5 Ranged Model 434 "DeathHammer" blaster pistol +9 (3d8+4; Ion, Stun or Normal) Base Atk +6; Grp +8 Atk Options Point Blank Shot Special Actions Personalized Modifications, Quick Skill Abilities Str 9, Dex 15, Con 12, Int 17, Wis 14, Cha 14 Special Qualities Verpine communication Talents Connections, Personalized Modifications, Spacehound, Wealth Feats Cut the Red Tape, Linguist, Point Blank Shot, Quick Skill, Scavenger, Skill Focus (Mechanics, Pilot), Starship Designer, Tech Specialist, Vehicular Combat, Weapon Proficiency (pistols, simple weapons) Skills Gather Information +6 (may use Knowledge [bureaucracy] +12 instead), Initiative +11, Knowledge (bureaucracy) +12, Knowledge (galactic lore) +12, Knowledge (technology) +12, Mechanics +18 (+21 with visor), Perception +13 (may reroll but must keep the result of the reroll even if worse), Persuasion +11, Pilot +16, Use Computer +12 (+15 with visor) Possessions credit chip (69158 credits), datapad (starship design datacards), droid caller, flight suit (+0 armor, +1 equipment), licenses (arms load-out permit, arms permit [Model 434 blaster pistol], captain's accredited license, droid owners permit x4, ship's operating license, starship registration permit), utility belt (3 day food supply, 2 FastFlesh medpacs, mastercrafted tool kit, power pack, energy cell, glow rod, encrypted comlink, mesh tape), Verpine Quick Draw Model 434 "DeathHammer" blaster pistol (tech specialist mod; +1 attack) with Environmental sealing, 3 Pit Droid, mastercrafted computer/mechanical interface visor, R2-Q3 "Cutie", restraining bolt, Rim Runner (YT-2400) Load 10.4 kg Age 17; Eye Color black compound; Height 1.9 m; Weight 60 kg AppearanceKlick is a thin bipedal insectoid, standing 1.9 meters tall. Unlike many insectoids, including the Kibnon the Verpine had only four limbs (two arms and two legs). His head is dominated by large, black, compound eyes. He also has two antennae, one located behind each eye. His exterior is composed of hardened carapace, a green chitinous substance called carahide, that is as flexible as the skin of other creatures, yet tough enough to deflect a blade or even absorb a glancing blaster bolt. BackgroundKlick Slayn is the forth son of the of the CEO and head engineer of the Slayn & Korpil Manufacturing Company. Because of his fathers position Klick did not go to traditional schools. He spent many of his childhood days sitting with his father learning what it takes to have a good design and what you need to keep in mind when designing a product for a specific customer. As he got older he began experimenting with his own design, some worked well, others not so well. As he got older he realized that because he was not the 1st son, that he would never have his fathers full affection, or support. With this realization Klick began trying, unsuccessfully, to impress his father with his designs. Finally after years of rejection, he decided to strike it out on his own. Using his unique education and the family stipend that he still receives Klick has entered the galaxy looking to test his skills to make his own way. R2-Q3 “Cutie” CL 1
Small droid (2nd-degree) nonheroic 2/scoundrel 1 Init +3; Senses darkvision; Perception +8 Languages Basic (understand only), Binary, Shyriiwook (understand only), Verpine (understand only), 1 unassigned (understand only) Defenses Ref 16 (flat-footed 14), Fort 10, Will 12 hp 10; Threshold 10 Immune droid traits Speed 4 squares (walking), 6 squares (wheeled), 9 squares (flying) Melee electroshock probe +0 (1d8-1 ion) Ranged by weapon +3 Fighting Space 1 square; Reach 1 square Base Atk +1; Grp -2 Special Actions Fast Repairs Abilities Str 9, Dex 14, Con -, Int 17, Wis 10, Cha 7 Special Qualities Bad Feeling Talents Fast Repairs Feats Bad Feeling, Hyperblazer, Skill Focus (Mechanics, Use Computer), Weapon Proficiency (simple weapons) Skills Mechanics +15, Perception +8, Pilot +8, Stealth +8, Use Computer +14 (halve calculation time and penalties when traversing the hyperspace tangle) Systems walking locomotion (magnetic feet), wheeled locomotion (magnetic feet), flying locomotion (limited), heuristic processor, 6 tool appendages, claw appendage, diagnostics package, internal storage (2kg), improved sensor package, darkvision, sensor booster, specialized subprocessor (Mechanics), remote starship starter, internal comlink, scomp link Possessions astrogation buffer (storage device, 10 memory units), circular saw, electric arc welder, electroshock probe, fire extinguisher, holoprojector, holorecorder, mastercrafted tool kit Load 11.1 kg / 20.25 kg Appearance R2-Q3 has had some minor visual upgrades to appeal more to his insectoid owner. The main casing is white with metallic green colored ascents, and his optical lens was removed and a triangular one installed in its place. The antennas necessary for the sensor booster were installed to look like the antenna of his Verpine master. Pit Droid CL 0 x3
Small droid (2nd degree) nonheroic 2 Init +3; Perception +0 Languages Basic (Understand Only), Binary Defenses Ref 13 (flat-footed 11), Fort 12, Will 9 hp 5; Threshold 12 Immune droid traits Speed 4 squares (walking) Melee +3 (12+2) Base Atk +1; Grp +2 Abilities Str 15, Dex 14, Con —, Int 10, Wis 8, Cha 12 Special Qualities droid traits Feats Skill Focus (Mechanics), Skill Training (Mechanics), Skill Training (Pilot), Skill Training (Use Computer) Skills Knowledge (technology) +6, Mechanics +11, Pilot +8, Use Computer +6 Systems walking locomotion, basic processor, 2 hand appendages Possessions toolkit Load ? kg / ? kg Rim Runner (YT-2400) CL11
Colossal* Space Transport Init +12¹; Senses Perception +14¹ Defense Ref 19 (flat-footed 15), Fort 26; +15 Armor, Vehicular Combat hp 120; DR 15; SR 30; Threshold 76 Speed fly 12 squares (max. velocity 800 km/h), fly 3 squares (starship scale) Ranged Double Medium Laser Cannons +2 (see below) Ranged Double Medium Ion Cannons +10¹ (see below) Fighting Space 21m or 1 square (starship scale); Cover total Base Atk +6¹; Grp +41 Abilities Str 42, Dex 18, Con --, Int 14 Skills Initiative +12¹ (may reroll but must keep the result of the reroll even if worse), Mechanics +15², Perception +14¹, Pilot +17¹, Use Computer +14² (¹ Klick, ² R2-Q3) Crew 3; Passengers 6 Cargo 150 tons; Consumables 2 months Hyperdrive ×2 (backup ×12), navicomputer Availability Unique; Cost not available for sale *This ship is treated as a Gargantuan starfighter for the purpose of being targeted by capital ship weapons, dogfighting, and using starship maneuvers. 7 unused emplacement points Improved Accuracy Double Medium Laser Cannons (co-pilot or gunner) Atk +2, Dmg 5d10×2 Improved Accuracy Double Medium Ion Cannons (pilot or co-pilot) Atk +2, Dmg 6d10×2 Upgrades Combat thrusters, Personalized controls - Pilot
_________________ Words to live by: Faith, Virtue, Honor, Courage, Knowledge & Personal Responsibility
Last edited by TreebeardTheEnt on Wed Aug 31, 2011 8:48 pm, edited 2 times in total.
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The_Celestial_Warrior
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Post subject: Re: Dark TImes RPG Characters only Posted: Sun Jul 24, 2011 5:38 pm |
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Big Bad Brad |
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Joined: Mon Sep 03, 2007 12:14 am Posts: 5343
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You guys are way better at getting images up here, but I am using Ganner's mini so a more gawky image of Ganner works for me I wanted to mess with Lightsaber forms but played a half-jedi last time. Attempting to not play a Jedi led to Droid but since we have a droid I finally decided to just go back to Jedi, even though we have one of those too...sigh. Amar Esto-Mago Jedi 7 Jedi Knight 3 46,750 Human 24 HP: 79 Spd: 6 Init: 13 Perception: 12 BAB: 9 FP: 11 STR: 10 DEX: 16 CON: 10 INT: 12 Wis: 14 CHA: 18 Fort: 26 Ref: 25 Will: 24 Skills: Initiative: 13 Knowledge: (Galactic/Jedi Lore) 16 Perception: 12 Use the Force: 14 Languages: Basic, Sith Feats: Force Sensitive, Weapon Prof (lightsaber, simple) Weapon Finesse, Skill Focus (Galactic/Jedi Lore) Force Training x4, Force Regimen Mastery, Quick Draw Talents: Block, Deflect, Body Control, Soresu Form, Ataru Style Force Powers: Circle of Shelter x2, Deflecting Slash, Hawk-Bat Swoopx2, Saber Swarm x2, Shien Deflection, Barrier of Blades x2, Makashi Riposte x2 Force Regimens: Sparring Practice, Training Remote, Voren's 3rd Cadence Force Technique: Language Absorption Lightsaber: +11 Atk 2d8+11 dmg +2 to Deflect Amar, like all Jedi, was screened as Force Sensitive at an early age and was taken to the temple more out of tradition than any real strength in the Force. Though intelligent, Amar never fully grasped the techniques taught and was destined to never be selected by a master. During his time as youngling, Amar would more often be found in the Jedi archives reading than with his classmates or in training sessions. It was even commented by Master Drallig that if he had as much dedication to his training as he did his books he could at least be a formidable lightsaber duelist. In truth, Amar spent most of his youth burdened with fear; fear of being alone, fear of failure, though even he didn't know the reason and even the masters were unaware of it's existence. Amar was 15, and bound for the Educational Corps when Darth Vader and the 501st besieged the Jedi Temple. While many Jedi, padawans and younglings included, raced to defend the temple, Amar crouched in fear behind a fallen pillar and watched the massacre enveloped in fear. Drenched in this fear, Vader failed to notice him, and his life was spared. Amar was still huddled behind the pillar when Masters Yoda and Kenobi arrived later, but his fear kept him from calling to them. Soon, however, the Dark Side began calling to him, feeding him visions of Master Yoda's and Kenobi's death at the hands of Palpatine and Vader, leaving him abandoned, the last of the Jedi order...and a failure beyond hope. It is unclear how long Amar huddled in that cloud of the Dark Side, before a small light of conviction began to spark within him. Amar wrestled against his fear, and soon that conviction turned into a determination. Using his knowledge of the Archives, Amar downloaded every file on Lightsaber training and non-traditional Force users he could. He could never be Anakin Skywalker's equal in mastery of the Force, but if he could become his better in combat, the Darth Vader could be brought down and the Jedi Order restored. Amar used his knowledge to track down a small sect of Iron Knights with whom he could practice his lightsaber technique with. He stayed with them for 4 years, rarely sleeping, eating only to fuel his training, and while he became quite proficient in the Soresu and Ataru forms, the droid bodies of the Iron Knights could not understand the level he needed to be. So he left, soon tracking down a group of Matukai. Their Force teachings resonated well with him as, historically, many of them were considered to weak for Jedi tutelage. For 5 years, he stayed with them honing his body to the Force, learning to deflect and block multiple wan-shen attacks, becoming a formidable fortress against their attacks. Amar realizes it is time to move on, soon he will face his destiny, and Vader in combat.... Amar has constructed his own lightsaber, it choose yellow for the blade color to represent his fear and his mastery over it.
_________________ "200 or 2" "Consistency is the key, not crying"
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thereisnotry
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Post subject: Re: Dark TImes RPG Characters only Posted: Sun Jul 24, 2011 8:15 pm |
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Imperial Dignitaries |
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Joined: Sun Sep 02, 2007 12:42 pm Posts: 4056 Location: Ontario
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Rawr CL 8
Medium Wookiee soldier 8 Init +10; Senses darkvision; Perception +12 Languages Basic (understand only), Shyriiwook
Defenses Ref 21 (flat-footed 19), Fort 24, Will 19 hp 118; Threshold 24; Extraordinary Recuperation (regain HP from normal healing at double the normal rate) Immune +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares Melee Unarmed +18 (1d6+16) with Hammerblow or Melee Mythosaur axe +13 (1d12+14) two-handed or Ranged Bowcaster +9 (3d10+4)
Base Atk +8; Grp +15
Atk Options Grapple (Pin): make a Grab attack [+18 vs Ref], make opposed grapple checks [1d20 + BAB + Str/Dex bonus...me=+15]. Crush a grappled (pinned) opponent as a free action: 1d6+16 dmg, and -2 on condition track [-1/-2/-5/-10/helpless] Crushing Assault (after dealing unarmed dmg, next attack vs that opponent gains +2 att and +2 dmg)
Special Actions Rage: 1/day, fly into a dreadful rage (swift action) for +5 on melee attack and dmg rolls, cannot use patience/concentration, lasts 9 rounds, after which -1 on condition track until 10 minutes of rest
Abilities Str 21, Dex 13, Con 17, Int 13, Wis 11, Cha 6
Special Qualities expert climber, intimidating
Talents Crushing Assault, Grabber, Hammerblow, Weapon Specialization (Unarmed)
Feats Armor Proficiency (light, medium), Bone Crusher, Crush, Dreadful Rage, Echani Training, Martial Arts I, Pin, Flurry, Rancor Crush, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Climb +9 (may take 10 even when distracted or threatened), Endurance +13, Initiative +10, Perception +12, Persuasion +2 (may reroll to intimidate others but must keep the result of the reroll even if worse)
Possessions bowcaster, 3825 credits, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), knife, Mythosaur axe, hands-free comlink, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
31,500 xp
_________________ "Try not! Do, or do not. Thereisnotry." --Yoda
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Jester007
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Post subject: Re: Dark TImes RPG Characters only Posted: Wed Aug 31, 2011 1:38 pm |
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Really Cool Alien from a Cantina |
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Joined: Sun May 02, 2010 1:37 pm Posts: 159
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Ok, I've had a change of heart about my character. Instead of making a sneaky scout/bounty hunter, I'm just gonna do a basic soldier that loves his loud toys. Here he is:
Name: Vakim Besaad Soldier 7, Elite Trooper 3 XP: 45830
STR 14, DEX 16, CON 16, INT 12, WIS 14, CHAR 8 HP: 128 DEFENSES: ARMORED = Reflex 29 (27 Flat Foot), Fortitude 30, Willpower 22 UNARMORED = Reflex 25 (22 Flat Foot), Fortitude 27, Willpower 22
Languages: Basic, Huttese
SKILLS: Mechanics +11, Initiative +13, Endurance +13, Perception +12, Knowledge (Tactics) +11
FEATS: Weapon Proficiencies (Pistols, Rifles, Heavy, Simple), Armor Proficiencies (Light, Medium), Weapon Focus (Rifles), Martial Arts I, Point Blank Shot, Precise Shot, Assured Attack, Burst Fire, Quick Draw
TALENTS: Armored Defense, Improved Armored Defense, Second Skin, Weapon Specialization (Rifles), Controlled Burst, DR 1, Delay Damage, Greater Weapon Focus (Rifles)
Equipment: Battle Armor, Blastech DLT-20A Rifle, Bandolier, Power Pack x6, Power Supply Recharger, Vibro Bayonet, Comlink (Short), Aqua Breather, Tool Kit, Ration Pack x10, Flashlight, Energy Cells x10
DLT-20A w/ Improved Accuracy Tech Upgrade, 30 shots per power pack: +16 (+17 w/ Point Blank), 3D10 +7 (+8 w/ Point Blank) Burst Fire +14 (+15 w/ Point Blank), 5D10 +7 (+8 w/ Point Blank). Expends 5 shots. Auto-fire +14 (+15 w/ Point Blank), 3D10 +7 (+8 w/ Point Blank) 2x2 area. Expends 10 shots
Vibro Bayonet: +12 2D6 +9
Credits: 250
BACKGROUND: Vakim served as a soldier during the clone wars as a young corporal. His unit was disbanded shortly after Order 66 was put into effect much to his dissatisfaction. He has been taking jobs as a bodyguard/mercenary whenever contracts pop up. He still maintains contact with his old war buddies who are finding ways to aid renegade forces that are fighting against the Empire, and Vakim is hoping the day will come for his opportunity to return to the days of the glorious Republic.
He is currently finishing up a job escorting a merchant and his shipment of goods into Huttese space where a possible meeting of fate is to occur......
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_________________ Got Squig?
Punting jawas may be bad, but its just so FUN!!
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The_Celestial_Warrior
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Post subject: Re: Dark TImes RPG Characters only Posted: Fri Sep 30, 2011 10:50 pm |
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Big Bad Brad |
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Joined: Mon Sep 03, 2007 12:14 am Posts: 5343
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Nikana Olos Non-heroic 1, Scoundrel 1, Scout 1, Soldier 1, Jedi 1
HP: 23 FP: 4 Ref: 14 Fort: 14 Will: 13 Base Attack: +1 Init: +10 Str: 8 Dex:16 Const:10 Int: 16 Wis:10 Cha:16
Skills: Mechanics +10, Pilot +10, Use the Force +10 Feats: Skill Focus (Mechanics) Skill Focus (Pilot) Skill Focus (Use The Force) Force Sensitive , Weapon Prof (Pistols), Point Blank Shot, Armor Proficiency Light, Weapon Proficiency (Lightsabers)
Talents: Fool's Luck, Fringe Savant, Melee Smash, Force Intuition
Lightsaber +0 Attack 2d8+2
_________________ "200 or 2" "Consistency is the key, not crying"
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The_Celestial_Warrior
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Post subject: Re: Dark TImes RPG Characters only Posted: Sun Oct 23, 2011 10:39 am |
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Big Bad Brad |
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Joined: Mon Sep 03, 2007 12:14 am Posts: 5343
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TCW-Advanced Light Freighter (Colossal)
Init: Perception:
HP: 150 Ref: Fort:
Str: 52 Dex: 14 (18) Int: 16
Cargo Space: 10 tons (reduced by 80 for 15 emplacement points)
Advanced Thrusters: Fly speed to 16 squares Combat Thrusters: Treated as Gargantuan when targeted, may dogfight. Hyperdrive Class .75 Manuevering Jets +4 : adds +4 equipment bonust to Dex Regenerating Shields 55: Increases SR to 75 and recharge at +10
Blaster Cannon Medium 5D10x2
Designed to evade and flee more than fight.
_________________ "200 or 2" "Consistency is the key, not crying"
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