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 Post subject: Dark TImes RPG Characters only
PostPosted: Wed Jul 13, 2011 3:32 pm 
Droid Army Commander
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Joined: Mon Mar 17, 2008 12:38 am
Posts: 1959
Characters only


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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Wed Jul 13, 2011 7:04 pm 
Warmaster
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Posts: 559
---Wifey's character---

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Jamie Soleil CL 8

Medium Female Zeltron (Soldier 7, Military Engineer 1)

Init: +12; Senses: Normal; Perception: +9
Languages: Basic, 3 others

Defenses; Reflex: 22 (20 flat footed); Fortitude: 22; Will: 20
HP: 88; Threshold: 22

Speed 6
BAB +7 GRP +10
Melee unarmed +7
Ranged Grenade Launcher +10 (special +5)
Ranged Merr-sonn PLX-2M Portable Missile Launcher +10 (8d6+5) ---not carried, for special missions use only---
Ranged Blaster Carbine +10 (3d8)

Ability Scores: Strength: 10; Dexterity: 16; Constitution: 14; Intelligence: 17; Wisdom: 10; Charisma: 14

Skills: Initiative +12, Mechanics +12, Perception +9, Persuasion +11 (+16 to change attitude), Pilot +12, Use Computer +12
Talents: Demolitionist X2, Spring the Trap, Commanding Presence, Sabotage Device
Feats: Weapon Prof simple rifle pistol heavy, Armor Prof light medium, Forceful Blast, Tech Specialist, Scavenger, Targeted Area, Expert Briber, (field created weapon)

Equipment: 45 credits
Com-link short range (25) .1 kg
Credit Chip (100) .1kg
Security Kit (750) 1kg
Tool Kit (250) 1kg
Mesh Tape (5) .5kg
Repulsor Pad (200) 6kg
Targeting Scope (100) .2kg
Ration pack -7- (35) .7kg
Personal Holo Projector (1000) .5kg
Grenade Launcher (600) 5kg
8x Fragmentation Grenades (1920) 4kg
Merr-sonn PLX-2M Portable Missile Launcher (2900) 48kg ---only taken on special missions---
2x Arakyd 3t3 missile pack of 6 (840) Weight not mentioned.
Blaster Carbine (990) 2.2kg

Back Story:

The only thing that Jamie loves more than fine dining is her specialty weapons. Jamie developed her affection for these explosive devices at a very young age. Her first experience with explosives was with fireworks at a local festival. Her eyes grew wide admiring the pyrotechnics. The noise, light, smoke, and confetti delighted the young soul in every way as she watched colored flames and sparks litter the sky. Like most of her species, Zeltrons indulge in their passions before less worldly interests, hers just happened to be with substances that decompose rapidly so copious amount of energy and gas can be released. Most of her firework experiments started off small since her species by nature prefer peaceful means compared to destructive practices. However, in Soliel’s case, her obsession for these exploding devices was viewed as aesthetic and entertaining. But her obsession for creating louder and bigger explosions grew to the point where she pursued further study by joining the local militia. During her training, she always got scolded for modifying the weapons with chemicals so there would also be a firework display along with the demonstrations. Common metals such as lithium, potassium, and iron were her favorites to play with. Due to her hedonistic nature, she went overboard one day and decided it would be great for a party she was hosting if she took the entire militias ordinance and used it to create an enormous “fireworks” display. As soon as the local militia found out she had used militia ammunition in this fashion she was discharged but not 2before taking her favorite weapons for herself. She now wanders the galaxy in search for new metals and intellect on modifying missile launchers.

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Last edited by Jedi_Master on Thu Jul 21, 2011 5:15 pm, edited 17 times in total.

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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Thu Jul 14, 2011 8:20 am 
Death Star Designers
Death Star Designers
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Posts: 2071
Location: Morris, MN
Krai H'voc CL 9
age 32, Height 5'6", Gender Male, Weight 180 lbs

Medium Nagai Scoundrel 9 Assassin 1
Available Credits: 13,500
Exp: 51,300

Str 8 Dex 21 Con 12 Int 17 Wis 9 Cha 12
Force 9 Destiny Points 9
Base Attack +6; Grp +7
Init +14; senses regular vison; perception +4
Languages: Basic, Nagaian
Defenses: Fort 21 Ref 29 (flat-footed 24) Will 21
HP 54; Threshold 26
Speed 6
Ranged attack: Enhanced Sport Blaster Pistol +13 (4d4+4)
Needler +13 (2d4+3)
DX-2 Disruptor Pistol +13 (3d6+4)
Species Traits:
Lightning Reflexes: Nagaiare fast on their feet and gain a +2 species bonus to their reflex defense.
Soothing Voice: A Nagai may choose to reroll any persuasion check, but the result must be accepted, even if iti s worse.
Weapon Familiarity: Nagai treak tehk'la blades as simple weapns instead of exotic weapons.

Talents:
Skirmisher, Dastardly Strike, Sneak Attack (x2), Sudden Strike, Advantageous Opening

Feats:
Zero Range; Combat Trickery; Sniper; Precise Shot; Running Attack; Rebel Millitary Training; Advantageous Cover; Point Blank Shot; Sport Hunter; Weapon Prof. (pistols);Weapon Prof. (simple weapons)

Special Actions: Once per encounter aim as a free action. Add 1d4 to the attack.

Skills:
Acrobatics +14; Climb +3; Deception +10; Endurance +5; Gather Information +5; Initiative +14; Jump +4; Knowledge (all others) +7; Mechanics +12; Perception +4; Persuasion +10; Pilot +9; Ride +9; Stealth +14; Survival +4; Swim +3; Treat Injury +4; Use Computer +12; Use the Force +5

Possessions:
Needler, Sporting Blaster Pistol, DX-2 Disruptor Pistol. More to be added latter.

Backstory:

K'rai Havoc had a hard life growing up. The Toff's controled his homeworld and he was quickly introduced to the brutality the Toff's brought upon their subjects. When K'rai was old enough to join the resistance movemen called Skyriver Shadows, he enlisted as an spy. When the Toff's found out the base of opperations of the Skyriver Shadows, they slaughtered many of the people at the base, and Krai, who surived with a few other operatives, left Nagai to carry on the resistance in the Skyriver. Krai turned his focus to becoming a skilled assasin. He spent many years learning from the Malkite Poisoners on how to make deadly poisons. Krai gained some secret information from a Toff datacrystal smuggled of Nagai, that the Toff's had financial support from a Imperial Sector Moff in the outerrim to fund the costly invasion of Nagai. Krai eventually learned of a new resistance movement against the Galactic Empire. Krai had no love of the Empire, since they turned a blind eye to the tyranny of the Toff's against his people and actually secretly supported the Toff regime though weapons shipments in exchange for exclusive trade agreements with the Toff Empire. He joined the rebels and assisted their movement working as a spy and assassin. In return for his assistance, Krai convinced some of the rebel leaders to supply the remnants of the Skyriver Shadows with intel on trade shipments between the Toffs and the Empire, and in return the Skyriver Shadows would assist the Rebel Alliance with their fight against the Empire. Krai plans on uniting more Nagai to eventually take back their homeworld, but to do that, they need inteligence network that the Rebel Alliance has access to. Krai now works secretly for the Rebels as a undercover agent and is finding new ways to fight the Empire and raise the needed funds to organize the resistance to free his homeworld and cause the Empire to withdraw their support of the Toff's.

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_________________
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Aliit ori'shya tal'din ("Family is more than Blood")
To learn Mandalorian, go to http://www.karentraviss.com/html/mando.htm.

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Last edited by obikenobi1 on Wed Oct 26, 2011 9:31 pm, edited 26 times in total.

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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Thu Jul 14, 2011 1:25 pm 
Warmaster
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Joined: Wed Nov 28, 2007 10:18 pm
Posts: 559
---This be me---

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(only hands instead of guns)

Name: T3X CL: 8 (2 Scoundrel, 3 scout, 2 Independent Droid, 1 Bounty Hunter) Age:92 (chassis) 53 (Heuristic processor)

Mechanical droid Chassis (+2 int, -2 cha, comes with walking locomotion, 2 arm appendages, 4 tool appendages, diagnostics package, vocabulator, basic processor, and 2kg internal storage. It is trained in mechanics by default and can re-roll mechanics checks) Medium Droid

Czerka corp Droid: A Czerka droid can use its Intelligence or Wisdom modifier instead of its Charisma modifier to determine its Persuasion skill modifier.

Droid Quirks:
36 suspicious, 10 Possessive, and 4 overconfident (s)

Init: +13 (can reroll) Senses: Dark Vision Perception: 11 (13 search and notice, 16 vs credit fraud)
Languages: Basic, Binary, Huttese, Bocce, Ryl, 2 others

Defenses: Reflex: 26 (22 Flat Footed) Fortitude: 22 Will: 22
HP: 60 Threshold: 22; Droid Immunities
Force Points: 11; Destiny Points: 8 (Droid Legacy LE page 23)

Speed 6 (walking)
BAB +5 GRP +9
Unarmed Melee +7
Ranged Merr-sonn model 434 +9 (3d8)
Ranged Merr-sonn model 434 Point Blank Shot +10 (3d8)
Ranged Merr-sonn model 434 Aiming Accuracy +14 (3d8)
Ranged Merr-sonn model 434 Point Blank Shot, Aiming Accuracy +15 (3d8)

Strength: 14 Dexterity: 18 Constitution: N/A Intelligence: 20 Wisdom: 10 Charisma: 8

Skills: Initiative +13, Knowledge galactic lore +14, life science +14, physical science +14, technology +14, mechanics +16, persuasion +14, pilot +14, use computer +14 (+16 when used for gather information), Survival +9 (+13 when aiding another), Perception +11 (+13 search and notice, +16 vs credit fraud)

Talents: Dastardly Strike, Acute Senses, Modification specialist, Improved Initiative, Hunters Mark

Feats: Point blank Shot, Multi Targeting, Weapon Prof Rifle simple pistol, Precise Shot, Aiming Accuracy, Pinpoint Accuracy, Quick Draw.

Equipment (with costs) and weight

Heuristic processor (2000) 5 kg
Climbing Claws (360) -kg
Magnetic feet (360) -kg
Improved sensor package (200) 2.5kg
Scomp Link (100) 1kg
Extra legs -2- (360) -kg
Internal Grapple gun (100) 2kg
Multispectrum search light (100) 2kg
Survival kit (100) 1kg
Remote viewer (1,000) 20kg
Dark Vision (150) 1.5kg
Specialized Sub-processor mechanics (1,000) 2 kg (former main processor)
Translator DC 5 (2000) 8kg
Credit Reader (55) 1kg
Remote Starship Starter (50) 2kg
Secondary Batters (400) 4kg
Power recharger (100) 1kg
Locked Access (50) -kg
Merr-sonn model 434 (710) 2kg

9105 credits used out of 9,500 -roll- 55kg

Back story: (completed)
Spoiler: show
T3X began "life" on an outer rim asteroid mining station originally built by an exploratory company. The company sunk significant funds into mining rights for the asteroid field and in building the station. T3X was the first droid placed on the station, used primarily for diagnostics for construction and equipment. After completion of the station, the remaining maintenance droids were removed, one was enough for an empty station. While loading the station with supplies, a lengthy process for an outer rim station, the company went bankrupt and the station and mining rights were sold at auction. The station and mining rights were bought up by a group of enterprising individuals. Being falsely lead to believe the station was fully supplied with mining droids, rations, and other necessities, the group did not hold back on the bidding. Upon arrival, the miners quickly realized how little was at the station. Eventually, one of the miners came across the now deactivated T3X. Upon reactivation, and much questioning, the group knew they would be relying on this droid if they wanted any profit from this venture. All of them were now low on funds, so the choice was made to simply reprogram the droid to accept mining protocols and use a mining laser the group purchased with their remaining funds.

Months went by with T3X doing all the mining work itself. The pace was slow. T3X, on his own, could only mine enough to sell every few weeks. While it wasn't much, it was enough to keep the group alive and have some extra money. Rather than spend the excess on a proper mining droid (a costly endeavor with how far out they were), the group decided to upgrade T3X slowly over time. The first and most obvious upgrades the droid needed were climbing claws and a dark vision package. After these and other upgrades were added, T3X became quite efficient. For the next several months, the group profited, until they could eventually buy another droid. Over time, the group grew, adding more and more droids to the operation. Eventually, T3X was outdated. One of the members of the group, however, was rather nostalgic. He decided to upgrade T3X and repurpose him again to be a mechanical droid for the other droids. T3X became this individuals pet project. Every few weeks a new part would arrive and be added on to T3X. A remote viewer to find droids without wasting energy, an internal grapple gun to reach broken down droids at a distance, and even a new Heuristic processor so T3X could accept more complex functions. Years later, the group became a company, and T3X, its mascot of sorts. Soon everybody in the station wanted to tinker with T3X's systems. Access to T3X's systems was locked yet individuals would still buy new parts for the droid. T3X was eventually allowed to choose whichever upgrades it desired.

Unfortunately, being on the outer rim, security grew to be a larger and larger issue with the station. The more successful the company became, the more issues with piracy the station had. Eventually the station became unprofitable, causing the company to lose money until, finally, the company itself went bankrupt from piracy. Not wanting all his hard work lost to pirates, or wanting T3X to be liquidated as company assets, the individual who started working on T3X issued one final command before leaving the station. "Defend the station until I come back." After giving T3X a blaster and the ability to use it, the man, along with the rest of the company, abandoned the station. T3X was alone.

For the next 38 years T3X defended the station. Through its creative Heuristics, this included maintenance, mining, and the security of the station. Security became more and more an issue as well. The pirates noticed the resources T3X had been gathering and wanted them. Several times, a small and nearly unarmed raiding party would be sent to the station to collect from the droids mineral pile. Each time, the party would meet a suspicious end. This lead to the belief that the station was cursed. After the 38 years had passed, a new leader ascended to the top of the pirate fleet. This new leader was determined to take the now significant resource stores on the station. This time, knowing the past failures, the leader sent a large, well armed force into the station. Despite its best efforts, T3X could not remain hidden in its attempts to stop the pirates. They retrieved the minerals and reported back that they encountered difficulties with a single droid on the station. Not wanting to lose any men in dealing with the droid, the leader simply ordered the destruction of the station from a safe distance.

T3X survived the destruction but was now alone and without purpose on an asteroid. Nearly a year later, a small group of scavengers went to the station. T3X was in standby mode at this time, conserving power, so was unable to resist when the scavengers took it, the only thing of value on the station, onto their ship. After being recharged and reactivated, T3X went berserk. Using the well hidden blaster, it attacked the crew of the small ship, killing them all. Taking the ship back to the destroyed station, T3X came to a revelation. To defend the station, it would have to rebuild the station. To rebuild the station, it would have to leave the station. The scavengers only took T3X, so nothing else on the asteroid was of value to steal, the station was safe. T3X could leave and, eventually, rebuild the station. Heading out into the galaxy on its own, T3X discovered how hated droids were. A recent war between two powers left much distaste for droids throughout most of the galaxy, causing its ship to be under near constant attack. T3X thus abandoned its ship and began searching for something it could use to freely move through the galaxy, in search of funding for the reconstruction of its home.

In summation for those who do not wish to read it all

T3X is a droid, abandoned by its owner. It's heuristics have adapted its last orders of "defend the station till I come back" to the point where it is currently trying to gain enough funds to rebuild a destroyed space station it once lived in.

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Last edited by Jedi_Master on Thu Jul 21, 2011 5:20 pm, edited 24 times in total.

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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Fri Jul 15, 2011 9:52 am 
Name Calling Internet Bully
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Posts: 6172
Location: Gurnee, IL
Vestige Penumbra
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Vestige Penumbra CL 10

Medium Umbaran scoundrel 10
Init +15; Senses low-light vision; Perception +7
Languages Basic, Umbarese

Defenses Ref 28 (flat-footed 23), Fort 21, Will 23; Improved Skirmisher
hp 73; Threshold 21
Immune +5 to Fortitude Defense against extreme heat and cold effects, +5 to Damage Threshold against stun damage

Speed 6 squares, Running Attack
Melee by weapon +6
Ranged heavy blaster pistol +12 (3d8+10) or
Ranged heavy blaster pistol +10 (4d8+10) with Rapid Shot or
Ranged snap shot blaster pistol +13 (3d6+5) or
Ranged snap shot blaster pistol +11 (4d6+5) with Rapid Shot or
Ranged DX-2 Disruptor pistol +13 (3d6+5)
Base Atk +7; Grp +12
Atk Options Collateral Damage, Desperate Gambit, Point Blank Shot, Precise Shot, Rapid Shot, Skirmisher, Sneak Attack +2d6, Sudden Strike, Zero Range
Special Actions Quick Draw

Abilities Str 8, Dex 21, Con 12, Int 12, Wis 14, Cha 13
Special Qualities sneaky
Talents Improved Skirmisher, Skirmisher, Sneak Attack (2), Sudden Strike
Feats Collateral Damage, Desperate Gambit, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Running Attack, Skill Focus (Gather Information, Stealth), Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons), Zero Range
Skills Gather Information +16, Initiative +15, Perception +7 (+12 against targets that have moved at least one square since last turn), Pilot +15, Stealth +20 (may reroll but must keep the result of the reroll even if worse), Use Computer +11


Possessions DX-2 Disruptor pistol, electrobinoculars, heavy blaster pistol, security kit, snap shot blaster pistol, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), encrypted comlink, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 11 atmosphere canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), syntherope, toxin detector, motion sensing visor

Background - Vestige is a wraith. Her past is her own, and she rarely shares it with anyone. She has occasioned as a Bounty Hunter, a spy, an assassin and a thief, but those are only means to an end. Her real goal is to punish the Imperial leaders who turned her planet's own into nothing but pawns. Frustrated with the turn of events on Umbra during the Clone Wars, Vestige left and has scoured the galaxy for information, chance meetings, and an able bodied group of rogues willing to take on Imperial and Umbaran leadership targets to one day end the oppression and settle the disgust for her own people in her heart.

Once per encounter can aim as a free action - scope.

6540 Credits
FP 9/9
49816/55000

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http://www.bloomilk.com/Squads/Search.aspx?UserID=29


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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Sat Jul 16, 2011 4:51 am 
Warmaster
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Joined: Fri Apr 25, 2008 4:24 pm
Posts: 500
Location: Dallas/Fort Worth
[removed] see below.

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Words to live by: Faith, Virtue, Honor, Courage, Knowledge & Personal Responsibility


Last edited by TreebeardTheEnt on Sat Sep 03, 2011 11:42 am, edited 8 times in total.

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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Sat Jul 16, 2011 8:24 pm 
Black Sun Thug
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Joined: Thu Jul 14, 2011 6:24 pm
Posts: 67
Here is my character:

Kantros Lokan CL 10
age 31, Height 4’7”, Gender Male, Weight 143 lb

Medium Selkath Jedi 7, Jedi Knight 3
Available Credits: 8,300
Exp: 45000
Darkside Score : +1 (hopefully can be atoned for)

Str 8 Dex 10 Con 10 Int 12 Wis 19 Cha 19
Force 14 Destiny Points 7
Base Attack +10; Grp +6
Init +15; senses regular vison; perception +8
Languages: Basic, Selkath
Defenses: Fort 22 Ref 22 (flat-footed 20) Will 26; 25, 32, 28 when Fighting defensively
HP 87 ; Threshold 22
Speed 6
Melee Attack: Lightsaber +10 (2d8+3)
Species Traits:
Swim Speed: 4
Expert Swimmer: A Selkath can choose to reroll any swim check, but the result of the reroll must be accepted even if it is worse. In addition, Selkath can choose to take a 10 on swim checks even when distracted or threatened.
Able Healer: Whenever a Selkath restores HP to another character by any means, or aids another who is doing so, the target regains additional 5 HP. Additionally, once per encounter as a swift action the Selkath can grant an adjacent ally bonus HP equal to 10+ the Selkaths level, which last until the end of the encounter.

Talents:
Tyia Adept, Cycle of Harmony, Improved Battle Meditation, Battle Meditation, Jedi Battle Commander, (1 per encounter, use medpack as free action, heal lvl+5 dmg), Healing Boost

Feats:
Force Training (x3) , Force Boon, Skill Focus (Use The Force), Wary Defender, Skill Focus (Initiative), Force Sensitivity, Weapon Proficiency (lightsabers), Weapon Proficiency (simple weapons)
Force Powers: Vital Transfer (x5) (Core), Energy Resistance (Kotor), Mind Trick (Core), Negate Energy (Core), Move Object (x2)(Core), Enlighten (x2)(Legacy?), Ballistakinesis (Legacy?), Cloak (Clone Wars), Phase (Clone Wars)

Force Technique: Improved Vital Transfer (Kotor, 55)

Skills:
Acrobatics +9 (Trained); Climb +3; Deception +8; Endurance +4; Gather Information +8; Initiative +15 (Trained); Jump +3; Knowledge (all others) +4; Mechanics +5; Perception +8; Persuasion +4; Pilot +4; Ride +4; Stealth +4; Survival +8; Swim +3; Treat Injury +8; Use Computer +5; Use the Force +19 (Trained)

Possessions:
Cloak w/ Shield Rating 10
Lightsaber

Backstory:

As one of the few people in his village to be force sensitive, the force did run in his family as his father was a Jedi Knight who served and died in the Clone Wars. Not long after it was discovered that he too could wield the force, Kantros was sent by his family to meet with Jedi Master Qual who was visiting Manaan at the time. Qual sensed that the force was within Kantros and sent for him to be trained as a Jedi in the Courasant Academy. From Jedi Master Qual, Kantros learned about how to be an excellent commander and that as a commander he would be able to save not only the lives of his platoon, but also the lives of those he is to protect. Master Qual taught Kantros the art of battle meditation of which Kantros even improved upon making him excellent in controlling the outcomes of battles. As Kantros grew further in his knowledge of the force, it was perceived that Kantros was excellent in his ability to heal other beings. As a result he was often sent on missions such as providing medical relief to outlying worlds where medical supplies were scarce and doctors were rare. On a personal mission sent by Master Qual, Kantros was sent to aid in the reconstruction efforts of a world attacked during the clone wars. While touching down on the planet, engine failure caused him to set down in a forested area far away from the nearest village. While there he noticed the surroundings were strong in life energy. When he went to investigate the source of this energy he chanced upon a Tyia enclave. The Revwien he found there were in very poor condition as some of the orbital bombardments must have struck their enclave as well. While tending to the wounded Revwien, he learned about their philosophy on the force. What he learned fascinated him and as a result stayed with the enclave learning all he could about their ways of controlling the force. During the time he was helping the Revwien, some of them who had a greater sense of the force felt a great disturbance as though many strong in the force had suddenly died. Through messages sent to the enclave, it was determined that the then Chancellor Palpatine had given an order to exterminate all of the Jedi across the galaxy. As the enclave was nearly reconstructed and the Revwiens healed, Kantros left along with other Revwiens and members of the Tyia on a search for other Jedi in order to help them by any means nessisary. Kantros made it his personal mission to find the whereabouts of Master Qual as Qual was the main reason that Kantros became a Jedi in the first place.

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Last edited by spacemanspiff on Wed Sep 28, 2011 9:42 pm, edited 13 times in total.

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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Tue Jul 19, 2011 8:56 pm 
Black Sun Thug
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Joined: Sat Sep 01, 2007 10:55 pm
Posts: 76
Location: Evanston, IL
Marek Soul CL 10

Medium Human scoundrel 7/assassin 2/melee duelist 1
Force 10
Init +14; Senses Perception +11
Languages Basic, Huttese, Gammorean

Defenses Ref 28 (24 flat-footed), Fort 24, Will 23;

hp 82; Threshold 24
Speed 6 squares;

Melee vibroblade +13 (2d6+9)
Melee vibroblade +11 (3d6+9) with Rapid Strike
2 x Melee vibroblade +8 (2d6+9) with Dual Weapon Flourish I
Ranged blaster pistol +12 (3d6+5)
Ranged blaster pistol +13 (3d6+6) with Point Blank Shot
Base Atk +8; Grp +12
Atk Options Dual Weapon Mastery I, Melee Defense, Point Blank Shot, Precise Shot, Rapid Strike, Sniper

Abilities Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 12
Special Qualities Bonus Trained Skill, Bonus Feat 0, Mark 1
Talents Dastardly Strike, Trick Step, Murderous Arts I, Dual Weapon Flourish I, Sneak Attack +2d6
Feats Dual Weapon Mastery I, Melee Defense, Point Blank Shot, Precise Shot, Rapid Strike, Sniper, Weapon Finesse, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee), Weapon Proficiency (pistols), Weapon Proficiency (simple)

Skills Acrobatics +14, Deception +14, Gather Information +11, Initiative +14, Mechanics +12, Perception +11, Stealth +14
Possessions vibroblade, blaster pistol, modified vibroblade x 2, security kit, utility belt, energy cell, energy cell, power pack, datapad, credit chip, hands-free comlink, 15972 credits

Backstory:
Marek was a slave. Oh everyone knows slavery was illegal, and the Hutts had plenty of paperwork to throw at the bureaucrats to show that he wasn't, but he was a slave nonetheless. The Hutts trained him for knife fighting in their gladiator pits. It wasn't until later in life that he managed to win his freedom. Now he works as a thug, assassin, and freelance bodyguard for anyone who can afford his price.


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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Sun Jul 24, 2011 8:54 am 
Warmaster
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Joined: Fri Apr 25, 2008 4:24 pm
Posts: 500
Location: Dallas/Fort Worth
Klick Slayn CL 8
Spoiler: show
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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
Appearance
Klick 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.
Background
Klick 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.
Image


R2-Q3 “Cutie” CL 1
Spoiler: show
Image
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
Spoiler: show
Image

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
Spoiler: show
Image

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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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Sun Jul 24, 2011 5:38 pm 
Big Bad Brad
Big Bad Brad
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Joined: Mon Sep 03, 2007 12:14 am
Posts: 5343
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 :D

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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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Sun Jul 24, 2011 8:15 pm 
Imperial Dignitaries
Imperial Dignitaries
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Joined: Sun Sep 02, 2007 12:42 pm
Posts: 4036
Location: Ontario
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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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Wed Aug 31, 2011 1:38 pm 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
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Joined: Sun May 02, 2010 1:37 pm
Posts: 159
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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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Fri Sep 30, 2011 10:50 pm 
Big Bad Brad
Big Bad Brad
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Joined: Mon Sep 03, 2007 12:14 am
Posts: 5343
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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 Post subject: Re: Dark TImes RPG Characters only
PostPosted: Sun Oct 23, 2011 10:39 am 
Big Bad Brad
Big Bad Brad
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Joined: Mon Sep 03, 2007 12:14 am
Posts: 5343
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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