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 Post subject: JB Vassal RPG stat sheets only
PostPosted: Tue Dec 14, 2010 12:35 am 
Dark Lord of the Sith
Dark Lord of the Sith
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Joined: Mon Mar 17, 2008 12:38 am
Posts: 1959
Please only stat sheets


Last edited by jonnyb815 on Mon Jan 10, 2011 6:46 pm, edited 1 time in total.

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 Post subject: Re: JB Vassl RPG stat sheets only
PostPosted: Wed Dec 15, 2010 1:09 am 
Big Bad Brad
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Posts: 5344
Cel Steel

Human Jedi 4/Scoundrel 3/Master Privateer 1/Jedi Knight 1 HP: 78
Str:13 Dex: 19 Con: 11 Int: 14 Wis: 16 Cha: 14
BA: 8
Fort: 21 Ref: 25 Will: 28
Acrobatics: +13 Deception:11 Perception: 11 Pilot: 13 Stealth: 13 Use the Force: 16
Basic, Aurebesh, Huttese

Block, Deflect, Art of Concealment, Hidden Weapons, Blaster and Blade I, Surge of Light



Force Sensitive, Weapon Proficiency (lightsabers, simple, pistols), Weapon Finesse (Lightsaber), Dual Weapon II, Force Trainingx2, Quick Draw, Vehicular Combat, Skill Focus (Use the Force)

Force Powers: Battle Strike, Cloak, Phase, Force Shield, Enlighten, Force Light, Inspire, Sever Force

Equipment: Lightsaber (small) (quick draw, improved accuracy, Solari Crystal), Heavy Blaster Pistol, Heavy Blaster Rifle, Bandolier (4 frag grenades, power pack x2, tool kit, glow rod, aquata breather, antitoxin patch) belt w vacuum survival pouch, field kit, datapad, comlink, knife
Personal Dueling Lightsaber(quick draw, improved accuracy, Jenruax crystal)

Cel Steel was once Ce-les Tial, a Jedi padawan under the tutelage of Temple Battlemaster Cin Drallig. Though assigned to Drallig, Ce-les was favored by Quinlan Vos and often accompanied him during his brief visits to the temple. Under Drallig, Ce-les was his most promising student in the Jar'Kai style of fighting. While Drallig taught Ce-les how to fight, it was Vos who taught him how to survive.

During Vader's attack on the Temple, Ce-les was able to utilize both areas of his training and escape to the seedier levels of Coruscant. There he has made a living using the Force to hustle small time gamblers and escape any unwanted attention. Rue's offer of a "better life" away from prying eyes on Coruscant is an offer too good to refuse.

Though his main lightsaber was destroyed in his escape, Cel still carries his Shoto lightsaber and is often know to employ a variant Jar'Kai blaster and blade style of fighting armed with a Heavy Blaster Pistol in his main hand.

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"Consistency is the key, not crying"


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 Post subject: Re: JB Vassl RPG stat sheets only
PostPosted: Tue Jan 04, 2011 9:21 pm 
Name Calling Internet Bully
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Joined: Sat Sep 01, 2007 10:10 pm
Posts: 6172
Location: Gurnee, IL
Medium Chistori Jedi 7/Jedi Knight 1/Sith apprentice 1
Force 8
Init +10; Senses darkvision; Perception +13
Languages Basic, Chistori, Snivvian

Defenses Ref 22 (flat-footed 21), Fort 22, Will 25; Block [Core p.41], Deflect [Core p.41], Lightsaber Defense
hp 95; second wind +22/45; DR 2; Threshold 22
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 6 squares
Melee double-bladed lightsaber +15 (2d8+14) or
Melee double-bladed lightsaber +15 (2d8+22) with both hands or
Melee double-bladed lightsaber +10 (3d8+22) with Rapid Strike or
Melee double-bladed lightsaber +19 (2d8+26) with Powerful Charge or
Melee double-bladed lightsaber +5 (2d8+20) and double-bladed lightsaber +5 (2d8+20) or
Melee double-bladed lightsaber +0 (3d8+20) and double-bladed lightsaber +0 (3d8+20) with Rapid Strike
Ranged DT-12 heavy blaster pistol +5 (4d6+4)
Base Atk +9; Grp +14
Atk Options Powerful Charge [Core p.87], Rapid Strike [Core p.88]
Special Actions dreadful rage 1/day, Jar'Kai [Core p.218], Lightsaber Defense [Core p.41]
Force Powers Known (Use The Force +15) battle strike [Core p.96] (2), rising whirlwind [JATM p.34], tempered aggression [JATM p.35], twin strike [JATM p.35] (2)

HPs 95/95
FPs 9/10

Abilities Str 20, Dex 12, Con 12, Int 15, Wis 14, Cha 12
Special Qualities build lightsaber, cold blooded
Talents Block [Core p.41], Deflect [Core p.41], Jar'Kai [Core p.218], Lightsaber Defense [Core p.41], Sith Alchemist [JATM p.21], Weapon Specialization (lightsabers) [Core p.41]
Feats Dreadful Rage [Core p.84], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Powerful Charge [Core p.87], Rapid Strike [Core p.88], Skill Focus (Use the Force) [Core p.88], Weapon Focus (lightsabers) [Core p.89], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Primary Skills Acrobatics +10, Initiative +10, Knowledge (galactic lore) +11, Perception +13, Use the Force +15

Possessions 12000 credits, double-bladed purple lightsaber, DT-12 heavy blaster pistol, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmosphere canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), redirection crystal, Protocol Droid

Shield Cloak 10, Sigil Crystal X2 - special +2 Will Defense, Sith Talisman - +1d6 with Force Powers


Like all force sensitive Chistori, Cirdena was persecuted by her own people and was forced to leave the village at an early age. While wandering around the forests, she was sensed by a visiting Jedi Master Grog Mordencliff, who had lost his padawan only a month before during the Clone Wars. In secret, Grog took Cirdena as his padawan and continued to train her in the ways of the force after the clone wars ended and protected her, at the cost of his own life during the purge. After the loss of her family, her village and her Jedi Master, Cirdena left the planet in search of new masters, her own life, adventure and to make a living. Cirdena, like most reptiles is naturally perceptive. Her force sensitivity only has made that stronger.


Credits - 13,575
Experience - 42,900/45,000

Lvl 10 - Sith Apprentice - Improved Dark Rage Force Technique

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


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 Post subject: Re: JB Vassl RPG stat sheets only
PostPosted: Sun Jan 09, 2011 10:51 pm 
The One True Sith Lord
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Posts: 2026
Location: Nixa,Missouri
Kilarick M'Vrasly "Klick" CL 8

Medium Chiss noble 5/scoundrel 2/crime lord 1
Force 7
Init +11; Senses low-light vision; Perception +11
Languages Aqualish, Basic, Bothese, Cerean, Cheunh, Gunganese, High Galactic, Huttese, Ithorese, Jawa Trade Language, Mando'a, Verpine

Defenses Ref 24 (flat-footed 22), Fort 20, Will 24
hp 65; Threshold 20
Immune +5 to Damage Threshold against stun damage

Speed 6 squares
Melee by weapon +5
Ranged DT-12 heavy blaster pistol +8 (4d6+4) or
Ranged DT-12 heavy blaster pistol +3 (4d6+4) and heavy sonic pistol +3 (2d8+4) or
Ranged heavy sonic pistol +8 (2d8+4) or
Ranged Model 434 "DeathHammer" blaster pistol +8 (3d8+4)
Base Atk +4; Grp +8
Atk Options Careful Shot, Dual Weapon Mastery, Point Blank Shot, Precise Shot
Special Actions Born Leader, Fool's Luck, Stand Tall

Abilities Str 12, Dex 18, Con 12, Int 21, Wis 14, Cha 16
Talents Attract Minion, Born Leader, Fool's Luck, Second Skin, Tactical Savvy, Wealth
Feats Careful Shot, Dual Weapon Mastery I, Linguist, Point Blank Shot, Precise Shot, Stand Tall, Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)
Skills Acrobatics +6, Climb +3, Deception +12, Endurance +3, Gather Information +12, Initiative +11, Jump +3, Knowledge (bureaucracy) +14, Knowledge (galactic lore) +14, Knowledge (tactics) +14, Knowledge (technology) +14, Mechanics +14, Perception +11, Persuasion +12, Pilot +13, Stealth +11, Swim +3, Use Computer +14
Possessions 50000 credits, DT-12 heavy blaster pistol, fiber armor (+4 armor, +1 equipment) with powered exoskeleton and mesh underlay, heavy sonic pistol, mastercrafted antidote synthesizer, mastercrafted audiorecorder, mastercrafted code cylinder, mastercrafted com scrambler, mastercrafted computer spike, mastercrafted cortosis gauntlet, mastercrafted credit chip, mastercrafted datapad, mastercrafted encrypted comlink (miniaturized) with video capability, mastercrafted medical kit, mastercrafted pocket scrambler, mastercrafted restraining bolt, mastercrafted security kit, mastercrafted surveillance tagger, mastercrafted tool kit, mastercrafted utility belt (miniaturized), Model 434 "DeathHammer" blaster pistol








Klick is youngest son of the leader of the ruling family in the Chiss Ascendancy. Klick is more of the black nerf of the family. He leads a couble life of being a Chiss Noble trained in their military academy and schooled in the finest schools in the galaxy. Klick also leads the life of a scoundrel and rouge. He leans towards the life of crime and enjoys exploiting others vices to gain influence and power over them. Klick dreams of a day when the Chiss leave the unknown regions and take the galaxy from the dregs that now rule it.

Klick uses his own personal space craft a Diplomatic Razor class yacht. In relaity it is more like a small warship with plush living quarters.

_________________
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"What is your bidding, My Master?"

Collection: 934/934

SWM DCI Content Manager


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 Post subject: Re: JB Vassl RPG stat sheets only
PostPosted: Sun Jan 09, 2011 11:03 pm 
Jedi Knight
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Posts: 370
Location: Cincinnati Ohio
Seiro CL 5

Medium Human Jedi 5
Force 7
Init +2; Senses Perception +10
Languages Basic

Defenses Ref 17 (flat-footed 15), Fort 23, Will 19; Deflect
hp 62; second wind +15/31; Threshold 23

Speed 6 squares
Melee crossguard lightsaber +9 (2d8+8) or
Melee crossguard lightsaber +9 (2d8+12) with both hands or
Melee dual-phase lightsaber +9 (2d8+8) or
Melee dual-phase lightsaber +9 (2d8+12) with both hands
Ranged by weapon +7
Base Atk +5; Grp +9
Special Actions Redirect Shot
Force Powers Known (Use The Force +14) circle of shelter, deflecting slash (2), Shien deflection

Abilities Str 18, Dex 14, Con 14, Int 11, Wis 16, Cha 14
Talents Deflect, Redirect Shot, Weapon Specialization (lightsabers)
Feats Force Sensitivity, Force Training, Resilient Strength, Skill Focus (Use the Force), Tumble Defense, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Primary Skills Acrobatics +7, Climb +4, Endurance +2, Initiative +2, Jump +4, Knowledge (life sciences) +7, Perception +10, Stealth +2, Swim +4, Use the Force +14
Secondary Skills Climb +4, Deception +4, Endurance +2, Gather Information +4, Initiative +2, Jump +4, Knowledge (bureaucracy) +2, Knowledge (galactic lore) +2, Knowledge (physical sciences) +2, Knowledge (social sciences) +2, Knowledge (tactics) +2, Knowledge (technology) +2, Mechanics +2, Persuasion +4, Pilot +4, Ride +4, Stealth +2, Survival +5, Swim +4, Treat Injury +5, Use Computer +2
Possessions comlink, crossguard lightsaber, dual-phase lightsaber, energy cell, glow rod, light dark armor (+4 armor, +3 equipment), liquid cable dispenser, medpac, power pack, tool kit




Background= Ithor Added skills Knowledge (life sciences)

Seiro (pronounced Zero) was just a new appointed padawan to his master and was on a mission on Ithor when order 66 was issued. When the clones turned on them his master sacrificed his life to save him. In the final instance his master taught him the greatest lesson he could learn in war. The best defense is the good offense as he saw his master take on the clones to assure he escaped and it was not till a group of elite arc troopers finally took him down. After the ensuing battle he returned to his master corps and took his duel phase lightsaber and now carried is around with him. He was stranded on Ithor for a long time and came under the watch of the Ithorians. He now now is on a scale that could tip towards the way of vengeance instead of justice. He hates the empire and it could lead him down the wrong path.

_________________
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Duct tape is like the force. It has a light side, a dark side, and it holds the world together.


Last edited by StriderRe80 on Sun Jan 30, 2011 7:51 pm, edited 3 times in total.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Wed Jan 12, 2011 6:03 pm 
Lancer Nation
Lancer Nation
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Joined: Fri Aug 31, 2007 9:24 pm
Posts: 370
Location: Broken Arrow, OK
Name: Vsil Poke Race: Sluissi Scoundrel 6 / soldier 1 XP 16,400 next lvl: 21,000

HP:77 ; Dmg threshold-22

Init: +13
Perception: +9

Strength: 15 +2
Dexterity: 14 +2
Constitution: 14 +2
Intelligence: 19 +4
Wisdom: 12 +1
Charisma: 11 +0

Defenses: fort-22 ; Ref-25 ; Will- 19
Base attack: +5
Force Points: 10


Weapon:
Main :BlasTech DT-12 attack +8 Dmg: 4d6+4
Special: Clacked, targeting scope standard,
Hidden: Hold-Out Blaster attack: +7 dmg: 3d4+6 special: +5 stealth to conceal, Hair Trigger

Armor:
Model 210 personal armor
upgrades: Vacuum sealed, liquid cable dispenser, +2 to Strength checks to lift, drag or pull an object

Trained Skills: Jump +10; Knowledge Technology +12; Mechanics +12; Perception +9; Stealth +10; Treat Injury +9; Use Computer (skill focus) +21; Pilot +10; Initiaive +10

Languages: basic, Sluissese, Binary, Huttese, Shyriiwook, Rodese,
Talents: Weap. Spec. (Pistols) 53 saga; Gimmick 47 saga; Master Slicer 47 saga; Security Slicer 26 TFU; Electronic Sabotage 16 S&V;

Feats: armor pro. (light, med); weapon pro. (simple, pistol, rifle); Weapon Focus (Pistols); point blank shot; Tech Specialist; Skill focus Use Computer; Precise Shot; Bad Feeling; Skill training (init); Slicer Team; Quick draw;

Equipment: Computer interface visor; Com scrambler; Bracer computer; Code cylinder; Comlink, encrypted long-range; Communication scanner; Computer spike; Credit chip; Datacards, blank [10]; Datapad; Glow rod; Holster, concealed; Holster, hip; Lock breaking kit; Mesh tape; Pocket scrambler; Ration pack; Xcalq-3GA "Slicer Special" portable computer; Personal multitool; Sonar mapper; Utility belt

Credits: 2250


Backstory:
Vsil started life as a mechanic/slicer in the Sluuisi military reserve, once the Empire took over and disbanded the reserve he started using his computer and mechanic abilities to help set up resistance cell computer systems and working odd mechanic jobs, he tries to avoid straight fire fights as much as possible preferring to use computer terminals to override doors and other things to cause mayhem in the enemy ranks. After leaving Sluuisi Vsil went around the Galaxy as a mechanic on a smugglers ship and learned many of his languages and seeing new places.

_________________
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OFFICIAL STUDENT OF THE COLLEGE OF ENGINEERING AT OK STATE!!


Last edited by Millertime on Sun Mar 27, 2011 7:15 pm, edited 5 times in total.
lvl up


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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Wed Jan 12, 2011 9:48 pm 
Droid Army Commander
Droid Army Commander
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Joined: Thu Oct 16, 2008 11:57 am
Posts: 1450
Location: Morris, MN
Tal Nova CL 5
age 32, Height 5'6", Gender Male, Weight 160 lbs

Medium Clawdite Scoundrel 2/Noble 5/Crimelord 1
Available Credits: 61,500
Exp: 33,500

Str 10 Dex 12 Con 16 Int 16 Wis 14 Cha 20
Force 7 Destiny Points 4
Base Attack +4; Grp +6
Init +5; senses regular vison; perception +10
Languages: Basic, Clawdite
Defenses: Fort 20 Ref 21 (flat-footed 19) Will 24
HP 63; Threshold 25
Speed 6
Ranged attack: Blaster Pistol +5 (3d6+2)

Species Traits:
Shapeshift - Clawdites can change their appearance at will. A Clawdite gains a +10 species bonus on Deception checks made to disguise appearance. Additionally, a Clawdite can disguise its appearance as a full round action at no penalty.
Startle - Once per encounter, as a reaction to being attacked, the Clawdite can make a deception check against the targets Will defense. If successful, the attacker takes a -5 penalty on the attack roll.


Talents:
Wealth (SE pg 44); Fool's Luck (SE pg 46); Inspire Confidence (SE pg 44); Attract Minion (SE pg 210)

Feats:
Skill Focus (Deception); Wary Defender; Impersonate; Metamorph; Advantageous Cover; Improved Damage Threshold; Point Blank Shot; Weapon Prof. (pistols); Weapon Prof. (simple weapons)

Skills:
Acrobatics +10; Climb +4; Deception +19; Endurance +6; Gather Information +14; Initiative +5; Jump +4; Knowledge (all others) +7; Mechanics +12; Perception +11; Persuasion +14; Pilot +5; Ride +5; Stealth +10; Survival +6; Swim +4; Treat Injury +6; Use Computer +12; Use the Force +9

Possessions:
Blaster Pistol, Security Kit, Tool Kit, Field Kit, Ration Pack, Power Pack, Power Recharger, Utility Belt, Concealed Holster, Comlink, Pocket Scrambler, Medpac x4, Glow Rod, Credit Chip, Datapad, Breath Mask, Mystical Shield (you receive a +5 to reflex defense when you fight defensively. This bonus is canceled when an opponent aims.)

Backstory:

Tal Nova grew up in a poor family. He, as with many other Clawdites at the time, suffered under the rule of the Zolanders. Tal made a living pickpocketing rich Zolanders. When Tal became 20, he joined the Clawdite resistance. He practiced his shape shifting ability and became adept at infiltrating Zolander establishments and sabotaging equipment. When Count Dooku offered the Clawdites a chance to break free from their oppression, Tal jumped at the chance and as did many in the resistance, since the Republic had done nothing to help free the Clawdites from the oppressive tyranny of the Zolanders. He used his shape shifting abilities to aid the Separatist Alliance in espionage and sabotage missions. His assisantance within the Seperatist alliance made his family wealthy and he became a respected member of the his local community. When Count Dooku died, the Seperatist alliance soon fell apart and the Republic took control of the Clawdite homeworld. This new Empire represented a new form of tyranny and the Empire assisted the Zolanders in maintaining control over the Clawdites. Tal became involved in the ensuing Civil War on his homeworld between the Zolanders and the Clawdites. His family's wealth that was gained during the Clone Wars was mostly lost during a raid a few years ago by Zolander forces attacking the city, causing him to become nearly Bankrupt in helping his family restore some of their former holdings. Tal moved off-world and enlists his talents to various organizations, provided that the pay is good. Tal is good at gathering information that can potentially lead to a good profit. Now Tal Nova seeks a means to restore his families wealth and strike back at the Empire and the Zolanders.

_________________
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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 Sun Apr 10, 2011 10:40 pm, edited 17 times in total.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Tue Jan 18, 2011 11:29 am 
Warmaster
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Joined: Fri Apr 25, 2008 4:24 pm
Posts: 500
Location: Dallas/Fort Worth
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Vil Roke "Patch" CL 9

Medium near-Human soldier 7/martial arts master 2
Force 9
Init +12; Senses Perception +10
Languages Basic, Binary

Defenses Ref 27 (flat-footed 21), Fort 26, Will 20
hp 114, Tested in Battle; Threshold 26
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 6 squares
Melee combat gloves +14 (2d12+9) or
Melee combat gloves +12 (3d12+9) with Rapid Strike or
Melee survival knife +13 (1d6+8) or
Melee survival knife +11 (2d6+8) with Rapid Strike
Ranged Model 434 "DeathHammer" blaster pistol +12 (3d8+6)
Base Atk +9; Grp +13
Atk Options Counterpunch [SAV p.18], Melee Defense [Core p.86], Rapid Strike [Core p.88], Teräs Käsi Training [GAW p.28]
Special Actions Man Down [SAV p.18]

Abilities Str 18, Dex 17, Con 16, Int 13, Wis 13, Cha 10
Special Qualities tough as durasteel (2 hit points)
Talents Battlefield Remedy [GAW p.21], Counterpunch [SAV p.18], Man Down [SAV p.18], Teräs Käsi Basics [TOTG p.53], Tested in Battle [GAW p.22]
Feats Armor Proficiency (light, medium) [Core p.82], Martial Arts I [Core p.86], Martial Arts II [Core p.86], Martial Arts III [Core p.86], Melee Defense [Core p.86], Rapid Strike [Core p.88], Skill Focus (Treat Injury) [Core p.88], Skill Training (Knowledge [life sciences]) [Core p.88], Surgical Expertise [Core p.88], Teräs Käsi Training [GAW p.28], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]
Skills Acrobatics +12, Initiative +12, Knowledge (life sciences) +10, Knowledge (tactics) +10, Perception +10, Treat Injury +17 (move tended creature +1 step on the condition track when succeeding at First Aid), Use Computer +7
Possessions audiorecorder, combat gloves (tech specialist mod; +1 attack), concealed holster, 6 FastFlesh medpacs, personal translator, Quick Draw Model 434 "DeathHammer" blaster pistol (tech specialist mod; +2 damage), survival knife, utility belt (3 day food supply, 4 FastFlesh medpacs, tool kit, 2 power packs, energy cell, glow rod, hands-free comlink, MDS-50 medisensor), 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), credit chip, mastercrafte miniaturized medical kit, mastercrafte miniaturized surgery kit, medical interface visor, 10 medpacs
Load 30.7 kg / 162 kg (81 kg heavy)

Age 28; Hair Color Red/Blond; Hair Length and Style Short self cut; Eye Color brown/green; Height 1.7 m; Weight 122 kg

Appearance Vil is an ex-soldier and you can see it in the way he carries himself. In his confidence and in his demeanor. His left shoulder is slightly lower than his right because of a wound received during the Clone Wars.

Background:
Spoiler: show
Occupation - Medical. bonus skill Knowledge (life sciences).

Vil Roke had a childhood like many other, two caring parents that wanted the best for him. Vil’s father was a small town mechanic and his mother looked after the house and the kids. When he was twelve years old his mother fell ill and the local doctor was unable to determine the cause of the sickness or how to treat it. Over the next year she went to see doctor after doctor hoping to find the cause of the illness and a cure. Finally when the family was about to give up hope a medic named Chistor came to see her. After spending a week with the family he decided to take the case on, and did not charge the Roke’s a credit. It took two more years to finally identify the ailment, and cure Vil’s mother. During this time Val learned the basics of medicine and first aid, the dedication it takes to work in the medical field and the amount of joy you bring to families when you commit to providing care.

When he turned eighteen Vil enrolled in medical school and began the process of becoming a doctor. Unfortunately his dream was interrupted by the beginning of the Clone Wars and Vil was drafted into the sector defense army as a foot soldier. After basic training he was stationed at the sectors largest mining world (that provided the crystals necessary to make droid processors). Because the sector remained loyal to the Republic, it was not long before the mite of the Separatist was barring down on them. The resulting conflict was one of the bloodiest because the ionicly charged atmosphere made it so that very few droids were able to function on the planet. It was during this conflict that Vil went through his greatest struggle; the opposing positions of being a soldier defending the lives of thousands, and being a medic responsible to save all that he could in his influence (enemy and ally alike).

By the end of the crystal conflict Vil’s unit was destroyed he was attached to a clone unit under General Mitsun. Having seen the general’s dedication to his men and his willingness to put himself in harms way to save the life of his troops Vil requested a permit transfer to the clone unit, which the general granted. Vil spent the rest of the war working with the clones, honing his skills as a medic and learning of the Jedi. In the final days of the war Vil was working closely with General Mitsun preparing for the tactical assault of there mission when the clones turned on the general. Vil, not wanting to see anyone die, let alone a friend attempted to protect the Jedi. In the scuffle the attacking clones were killed and Mitsun was badly wounded. When the second wave came there was no chance for survival so Mitsun used his body as a shield to protect the still young medic. As Mitsun fell his still activated lightsaber cut deeply into Vil’s left shoulder,l eaving a distinct scar, and constant reminder of that day.

Vil spent the next two year as a prisoner of war and a trader of the republic. After his release his record and jail time make it difficult to find work. He does what he can to survive, taking odd jobs that come his way always improving his skill as a medic, and trying to save as many lives has he can in payment for the life that was given for him.

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


Last edited by TreebeardTheEnt on Sun Jun 05, 2011 11:28 am, edited 47 times in total.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Wed Jan 19, 2011 8:44 pm 
Black Sun Thug
Black Sun Thug
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Joined: Sat Sep 01, 2007 10:55 pm
Posts: 76
Location: Evanston, IL
Kolssk CL 10 Medium Trandoshan Scout 7, Pathfinder 2, Bounty Hunter 1
Force 11
Init +12; Senses darkvision, Perception +10
Languages Basic, Dosh, Huttese

Defenses Ref 27 (24 flat-footed), Fort 27, Will 20;
hp 112; Threshold 27

Speed 6 squares; Running Attack,
Melee stun baton +9 (2d6+7)
Ranged blaster rifle (w +2 attk/+5 dmg) +11 (3d8+10)
Ranged grenade, cryoban +9 (3d6+5)
Base Atk +7; Grp +9
Atk Options Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Sniper

Abilities Str 15, Dex 15, Con 16, Int 12, Wis 10, Cha 10
Special Qualities Darkvision, Limb Regeneration, Create Cover (1 square)
Talents Acute Senses, Improved Initiative, Reset Initiative, Surveillance, Escort Fighter
Feats Advantageous Cover, Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Running Attack, Shake it Off, Sniper, Toughness, Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Endurance +13, Initiative +12, Perception +10, Ride +12, Stealth +12, Survival +10
Possessions blaster rifle, stun baton, stun grenade, field kit, utility belt
Background:
Kolssk grew up on Tatooine and spent most of his adult years working as mobile security for moisture farmers looking for protection from Jawas and Tuskens, occasionally joining posses that attacked the sand people in retaliation for raids. Eventually he grew skilled enough with the desert that he could serve as a guide for people looking for a way through the sand wastes. When the empire was first formed, he like most others in this Hutt controlled area of space barely even noticed. That was until the empire started to squeeze the area.


Last edited by MtMagus on Sun Jun 05, 2011 9:42 pm, edited 12 times in total.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Thu Jan 20, 2011 12:23 am 
Imperial Dignitaries
Imperial Dignitaries
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Joined: Sun Sep 02, 2007 12:42 pm
Posts: 3599
Location: New Jersey
Bringe CL 9

Medium Duros scoundrel 1/soldier 6/gunslinger 2
Init +14; Senses Darkvision; Perception +13
Languages Basic, Binary, Durese, Gamorrean, Huttese, Lekku, Shyriiwook

Defenses Ref 28 (flat-footed 23), Fort 22, Will 23
hp 93; Threshold 22
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 6 squares
Melee knife +6 (1d4+3) or
Melee knife +4 (1d4+3) and stun baton +4 (2d6+3) or
Melee stun baton +6 (2d6+3)
Ranged heavy blaster pistol +15 (4d8+7) with Rapid Shot or
Ranged heavy blaster pistol +13 (4d8+7) and heavy blaster pistol +12 (4d8+7) with Rapid Shot
Ranged heavy blaster pistol +8/+8 (4d8+7) and heavy blaster pistol +8 (4d8+7) with Double Attack and Rapid Shot

Base Atk +8; Grp +13
Atk Options Comrades in Arms (+1 attack when within 3 of an ally), Dual Weapon Mastery II (-2 penalty when attacking with 2 weapons), Point Blank Shot (+1 attack and +1 damage when the target is within 20 squares), Precise Shot, Rapid Shot, Trigger Work (no attack penalty when using Rapid Shot)
Special Actions Indomitable, Quick Draw, Trick Step (beat an enemy's init score in order to treat him as flat-footed)

Abilities Str 9, Dex 21, Con 12, Int 21, Wis 14, Cha 12
Special Qualities expert pilot
Talents Comrades in Arms, Indomitable, Trick Step, Trigger Work, Weapon Specialization (pistols), Trusty Sidearm +1 (CR 217)
Feats Armor Proficiency (light), Double Attack (pistols), Dual Weapon Mastery I, Dual Weapon Mastery II, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)
Skills Acrobatics +14, Deception +10, Initiative +14, Knowledge (technology) +14, Mechanics +14, Perception +13, Pilot +14 (may reroll but must keep the result of the reroll even if worse), Stealth +14, Treat Injury +6 (no penalty to heal self), Use Computer +14
Possessions 2010 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), heavy blaster pistol with 4 spare power packs, heavy blaster pistol with 4 spare power packs, knife, stun baton, encrypted long-range comlink with holo capability, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), 2 hip holsters, security kit

36,100 xp
Notes:-
Ellorrs Madak, sometimes and more recently better known by his alias, Bringe, is a male Duros who, like a typical member of the race, has natural piloting and navigation skill. While no pilot has ever seen the whole galaxy, Ellors has seen most of it, in his frequent and wide travels as an advanced piloting instructor. He owned his own ship, and for many years used it a means of making a good living.

However, no pilot worth his hyperdrive has a perfect flight record. Four years ago, while conducting some flight training above the planet, Gamorr, Ellorrs' ship experienced some malfunctions and he was forced to crash-land on a remote section of the planet. Ellorr managed to keep everyone alive in the crash--even the two stupid spoiled rich students who had been tampering with the rear stabalizers! Over the next few weeks, Ellorrs and his crew learned some rudimentary riding skills as they were forced to make the long journey to the nearest civilized region (if such a thing exists on Gamorr!), and from there to the nearest spaceport to find passage back to the core systems.

Since returning to civilization, however, and with no thanks to the oppressive Imperial restrictions, Ellorrs has been unable to earn enough credits to buy another ship. As a result, he has recently taken up a slightly different--and less savory--profession, as a gun-for-hire.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Sun Jan 23, 2011 7:45 pm 
Master of the Order
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Posts: 8394
Torano Human Noble Level 4
11 Strength, 16 Dexterity, 13 Constitution, 14 Wisdom, 15 Intelligence, 17 Charisma

33 Hit Points

Defenses - Fort 15 Reflex 18 Will 18
Base Attack +3/ Range +7/ Melee +4

Feats:
Linguist, Weapon Prof. Pistols, Weapon Prof. Simple Weapons, Melee Defense, Weapon Finesse, Careful Shot, Running Attack

Talents
Born Leader, Distant Command

Equipment
Vibroblade, Blaster Pistol, Frag Grenade x10



Skills
Deception, Gather Information, Initiative, Perception, Persuasion, Pilot, Treat Injury, Use Computer

Torano's father is a Galactic Senator, but he has spent most of his life gambling and is a bit of a loser at the casino tables. He is debt to the Hutts, and his father has stopped bailing him out. Bounty Hunters boarded his ship in an attempt to capture him while he was on his way to try to settle things with the Hutts. He launched himself from an escape pod and then blew up his ship. He has been hiding out for the last three months on Tatooine, waiting for the right time to leave.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Mon Jan 31, 2011 12:28 am 
The One True Sith Lord
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Posts: 2026
Location: Nixa,Missouri
bump

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Mon Feb 14, 2011 1:52 am 
Big Bad Brad
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Posts: 5344
Cel Steel, Emperor of O'reen

HP: 58
Jedi 3/Scoundrel 3

Added Hidden Weapons Talent and Skill Focus (Use the Force) Feat.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Mon Feb 14, 2011 6:11 am 
Warmaster
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Joined: Fri Apr 25, 2008 4:24 pm
Posts: 500
Location: Dallas/Fort Worth
Vil "Patch" Roke CL 6

Removed...

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Last edited by TreebeardTheEnt on Mon May 02, 2011 5:33 pm, edited 1 time in total.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Tue Mar 15, 2011 10:48 am 
Warmaster
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Joined: Fri Apr 25, 2008 4:24 pm
Posts: 500
Location: Dallas/Fort Worth
Vil "Patch" Roke CL 8

Removed...

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Last edited by TreebeardTheEnt on Mon May 02, 2011 5:33 pm, edited 1 time in total.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Sun Mar 27, 2011 1:46 pm 
Droid Army Commander
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Joined: Thu Oct 16, 2008 11:57 am
Posts: 1450
Location: Morris, MN
Onix CL 7
age 56, Height 7'6", Gender Male, Weight 450 lbs

Wookie NH 1/Soldier 5
Available Credits: 1,000
Exp: 21,000

Str 20 Dex 16 Con 16 Int 12 Wis 10 Cha 12
Force 7 Destiny Points 4
Base Attack +5; Grp +16
Init +16; senses regular vison; perception +4
Languages: Wookie
Defenses: Fort 25 Ref 23 (flat-footed 22) Will 16
HP 64; Threshold 31
Speed 6
Melee attack: unarmed +11 (1d6+5)

Species Traits:
to be announced....

Talents:
Armored Defense (SE pg 52), Improved Armor Defense (SE pg 52), Tough as Nails (SE pg 53)

Feats:
Dreadful Rage, Weapon Proficiency (Simple Weapons), Skill Focus (Initiative), Armor Proficiency (Medium), Pin, Crush, Skill Training (Endurance), Fortifying Recovery,

Skills:
Acrobatics +5; Climb +8; Deception +3; Endurance +13; Gather Information +3; Initiative +15; Jump +8; Knowledge (all others) +3; Mechanics +3; Perception +3; Persuasion +3; Pilot +5; Ride +5; Stealth +5; Survival +8; Swim +8; Treat Injury +2; Use Computer +3; Use the Force +3

Possessions:
Combat Gloves, Cardio Implant, Spear, Battle Armor

Backstory:

To be added latter................

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Last edited by obikenobi1 on Sun Apr 10, 2011 8:32 pm, edited 5 times in total.

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Sun Mar 27, 2011 8:58 pm 
The One True Sith Lord
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Posts: 2026
Location: Nixa,Missouri
Deans Minion

Tira

age 22 Female height 5'8" weight 125 lbs

Level 6 1NH/ 5 Soldier

Chiss

Experience: 15000

Str 17 +3 modifier
Dex 13 +1 mod
Con 14 +2 mod
Int 13 +1 mod
Wis 10 +0 mod
Cha 10 +0 mod

Force 7

Hit Points 56
Base Att 6

Trained in Acrobatics, Init, Endurance, Treat Injury, Stealth

Init 14

Reflex Def is 19, Fort is 16, will is 10

Feats - Armor Pro Med, Weapons Simple, Skill Focus Init, WEapon Focus Melee Advanced, Acrobatic Strike, Powerful Charge

Talents - Stunning Strike, Melee Smash

Weapon Shockstaff - +9 attack damage is 2d8 +10 x2 on crit

Armor Med Battle Armor

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Wed Apr 06, 2011 4:15 pm 
Jedi Knight
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Joined: Thu Jan 17, 2008 12:39 pm
Posts: 370
Location: Cincinnati Ohio
updated since i never updated and have been busy

Seiro CL 6

Medium Human Jedi 6
Force 7
Init +5; Senses Perception +11
Languages Basic

Defenses Ref 17 (flat-footed 15), Fort 24, Will 20; Deflect
hp 83; second wind +20/41; Threshold 24

Speed 6 squares
Melee crossguard lightsaber +11 (2d8+9) or
Melee crossguard lightsaber +11 (2d8+13) with both hands or
Melee crossguard lightsaber +15 (2d8+16) with Powerful Charge or
Melee dual-phase lightsaber +11 (2d8+9) or
Melee dual-phase lightsaber +11 (2d8+13) with both hands or
Melee dual-phase lightsaber +15 (2d8+16) with Powerful Charge
Ranged by weapon +8
Base Atk +6; Grp +10
Atk Options Powerful Charge
Special Actions Redirect Shot
Force Powers Known (Use The Force +15) circle of shelter, deflecting slash (2), Shien deflection

Abilities Str 18, Dex 14, Con 14, Int 11, Wis 16, Cha 14
Talents Deflect, Redirect Shot, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light), Force Sensitivity, Force Training, Powerful Charge, Resilient Strength, Skill Focus (Use the Force), Tumble Defense, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Primary Skills Acrobatics +10, Knowledge (life sciences) +8, Perception +11, Use the Force +15
Secondary Skills Climb +7, Deception +5, Endurance +5, Gather Information +5, Initiative +5, Jump +7, Knowledge (bureaucracy) +3, Knowledge (galactic lore) +3, Knowledge (physical sciences) +3, Knowledge (social sciences) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Mechanics +3, Persuasion +5, Pilot +5, Ride +5, Stealth +5, Survival +6, Swim +7, Treat Injury +6, Use Computer +3
Possessions comlink, crossguard lightsaber, dual-phase lightsaber, energy cell, glow rod, light dark armor (+4 armor, +3 equipment), liquid cable dispenser, medpac, power pack, tool kit

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Sun Apr 10, 2011 7:41 pm 
Jedi Knight
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Joined: Thu Jan 17, 2008 12:39 pm
Posts: 370
Location: Cincinnati Ohio
Seiro CL 7

Medium Human Jedi 7
Force 7
Init +5; Senses Perception +11
Languages Basic

Defenses Ref 17 (flat-footed 15), Fort 25, Will 21; Block, Deflect
hp 90; second wind +22/45; Threshold 25

Speed 6 squares
Melee crossguard lightsaber +11 (2d8+9) or
Melee crossguard lightsaber +11 (2d8+13) with both hands or
Melee crossguard lightsaber +15 (2d8+16) with Powerful Charge or
Melee dual-phase lightsaber +11 (2d8+9) or
Melee dual-phase lightsaber +11 (2d8+13) with both hands or
Melee dual-phase lightsaber +15 (2d8+16) with Powerful Charge
Ranged by weapon +9
Base Atk +7; Grp +11
Atk Options Powerful Charge
Special Actions Redirect Shot
Force Powers Known (Use The Force +15) circle of shelter, deflecting slash (2), Shien deflection

Abilities Str 18, Dex 14, Con 14, Int 11, Wis 16, Cha 14
Special Qualities build lightsaber
Talents Block, Deflect, Redirect Shot, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light), Force Sensitivity, Force Training, Powerful Charge, Resilient Strength, Skill Focus (Use the Force), Tumble Defense, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Primary Skills Acrobatics +10, Knowledge (life sciences) +8, Perception +11, Use the Force +15
Secondary Skills Climb +7, Deception +5, Endurance +5, Gather Information +5, Initiative +5, Jump +7, Knowledge (bureaucracy) +3, Knowledge (galactic lore) +3, Knowledge (physical sciences) +3, Knowledge (social sciences) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Mechanics +3, Persuasion +5, Pilot +5, Ride +5, Stealth +5, Survival +6, Swim +7, Treat Injury +6, Use Computer +3
Possessions comlink, crossguard lightsaber, dual-phase lightsaber, energy cell, glow rod, light dark armor (+4 armor, +3 equipment), liquid cable dispenser, medpac, power pack, tool kit

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 Post subject: Re: JB Vassal RPG stat sheets only
PostPosted: Tue Apr 12, 2011 1:38 pm 
Big Bad Brad
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Posts: 5344
Silas Thef Soldier 9 110HP

Near-Human (Onderonian- +2 Str -2 Int)

Str: 20 Dex: 14 Con: 16 Int: 10 Wis: 16 Cha: 14

Fort: 26 Rex: 25 Will: 21 BAB: 9 Force Points: 9

Skills: Initiative 11, Perception 12, Ride 11(Beastrider), Use the Force 11

Talents: , Armor Defense, Improved Armor Defense, Equilibrium, Force Recovery, Telekinetic Savant,
Feats: Armor prof (heavy), Weapon prof (simple)

Force Sensitive, Power Attack, Cleave, Follow Through, Double, Accelerated Strike, Rapid Strike, Savage Strike, Force Training

Force Powers: Battle Strike, Surge, Crucitorn, Force Slam

Mythosaur Axe*: +14 (+12 w/Rapid Strike) 1d12 +14 (+1D12 with Savage Strike or Rapid Strike)

*This weapon has been passed down in his family after being taken from a Mandalorian Warrior felled in battle by his ancestor.

Cel Steel's Dueling Lightsaber: +10 (+0 on Duel Wield) 2d8+14

Cel Steel's Short Lightsaber: +10 (+0 on Duel Wield) 2d6+9

Light Battle Armor

Silas is an Onderon descendant on the planet New Onderon. Though he is capable of taking flight with the famed Beastriders, he prefers, due to his large stature, to take his battles to the ground. He unfortunately was on a scouting mission when the group was first attacked by his people, a scouting mission that would forever change the course of his life.

Even as a small child, Silas would dream of battling two powerful visitors from another world; one cloaked in shadow and another radiating with a blinding light. The dream was always the same though who he defeated would often change, ending with him always bowing in servitude to the other.

On the third day of his most recent scouting mission, his dream came to fruition when he stumbled upon a lone figure assaulting another scout group. Though he was easily handling the group, he was no match for Silas who felled him easily. As the figure slumped headlessly to the ground, Silas' vision clouded and he recognozed him as the figure of Light from his dream. It was that same vision that directed him to the palace where the figure of Shadow was meant to be. Knowing that he mustn't be discovered, Silas slaughtered the entire scouting group (not one had been harmed by the lone man), took his lightsabers as a prize and headed off to the palace to find his new master (Cirdena).

Trevor: Not sure how much magic you can work, but I'd prefer Darth Bane with an axe off of one of the Gamorreans, or if you can simply remove the lightsaber... Otherwise, the Mandalorian Warrior or Tamteel Skreej as my icon.

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"Consistency is the key, not crying"


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