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Dark TImes RPG Characters only https://www.swmgamers.com/forums/viewtopic.php?f=94&t=12219 |
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Author: | jonnyb815 [ Wed Jul 13, 2011 3:32 pm ] |
Post subject: | Dark TImes RPG Characters only |
Characters only |
Author: | Jedi_Master [ Wed Jul 13, 2011 7:04 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
---Wifey's character--- 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. |
Author: | obikenobi1 [ Thu Jul 14, 2011 8:20 am ] |
Post subject: | Re: Dark TImes RPG Characters only |
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. |
Author: | Jedi_Master [ Thu Jul 14, 2011 1:25 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
---This be me--- (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)
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Author: | billiv15 [ Fri Jul 15, 2011 9:52 am ] |
Post subject: | Re: Dark TImes RPG Characters only |
Vestige Penumbra 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 |
Author: | TreebeardTheEnt [ Sat Jul 16, 2011 4:51 am ] |
Post subject: | Re: Dark TImes RPG Characters only |
[removed] see below. |
Author: | spacemanspiff [ Sat Jul 16, 2011 8:24 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
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. |
Author: | MtMagus [ Tue Jul 19, 2011 8:56 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
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. |
Author: | TreebeardTheEnt [ Sun Jul 24, 2011 8:54 am ] |
Post subject: | Re: Dark TImes RPG Characters only |
Klick Slayn CL 8
Spoiler:
show R2-Q3 “Cutie” CL 1
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show Pit Droid CL 0 x3
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show Rim Runner (YT-2400) CL11
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Author: | The_Celestial_Warrior [ Sun Jul 24, 2011 5:38 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
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. |
Author: | thereisnotry [ Sun Jul 24, 2011 8:15 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
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 |
Author: | Jester007 [ Wed Aug 31, 2011 1:38 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
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...... |
Author: | The_Celestial_Warrior [ Fri Sep 30, 2011 10:50 pm ] |
Post subject: | Re: Dark TImes RPG Characters only |
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 |
Author: | The_Celestial_Warrior [ Sun Oct 23, 2011 10:39 am ] |
Post subject: | Re: Dark TImes RPG Characters only |
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. |
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