Star Wars: The Old Republic OOC and Rolecall recruiting 2-3

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Star Wars: The Old Republic OOC and Rolecall recruiting 2-3

Post by catsi563 » Mon Dec 31, 2012 1:23 pm

Star Wars: The Old republic

This is the OOC thread for the Star Wars: The Old Republic game

here we will pose questions, have discussions, and in general act whacky as befits a game run by yours trully.

Here will also be a listing of various characters that will make appearances as well as the main cast.

A list of house rules and the like will show up as needed by the story.
House Rules:

Penetrating and Impervious work as 2nd edition equivalents

All characters recieve Basic and Huttese as base Languages, all Droids add Binary to that. All alien species add their home language to that list.

skills are on a 1pp to 4 Skill point basis save combat skills which remain 1 for 2

All Force users MUST have the Force Sensitive advantage, other wise you are not a force user just one of the billions who attributes use of the force to good luck, the boon of the scorekeeper etc, and taps into the force instinctively.

New Advantage: Force Sensitive: all living things are connected to the force its energies flow around and through them. For most this is merely a trickle which manifests itself as "luck" or the blessings of the goddess or a second wind and so on and so forth. But for a select few that connection is broader like a great river and by harnessing that river they can do Amazing things, these are force sensitves. A Force Sensitve is automaticaly aware of the force can feel it on an instinctive level and disturbances in it, more importantly they can be trained to become Jedi or Sith or any type of force adept.

Any Jedi Knight must have the Benefit (Padawan, or Knight of the Order or Consular of the Order), and Sith must have the Benefit (Sith Apprentice or Lord of the Sith) Subject to GMS approval.

Regardless of approval all Jedi and Sith obviously end up with the complication watched by the Order or Sith Empire respectivly.

Monetarily people are presumed to keep a livable amount of money in the form of credits in their accounts, large purchases unless you have the Ranked Benfit Wealth 1-5 may or may not be out of reach without borrowing money from someone who does.

Wealth is a ranked benefit 1-5; 1 Well off, 2 Rich, 3 Noble weatlh, 4 Planetary wealth, 5 Galactic Wealth


1 Well off: Local Business men, majority of republic senaotrs and those who can afford to live on the upper third of Corusant or Narshaddas Living blocks, a few wealthy smugglers or assassins or Bounty Hunters (Rare)

2 Rich: Coporate Ceos and some noble heirs, Certain Sith lords those who live on the Very top levels of Dromund Kaas's towers, A few Senators of the Republic, and a few low level crime lords.

3 Noble Wealth: Most of Alderans royalty, and A VERY few senators, Planetary Govenors and the Personal wealth of many members of the Dark Council of the Empire, Also A few crime lords and members of the Hutt Cartel such as Nemro the Hutt fall here. the Jedi Order itself has this level of wealth through various sources though most of it is tied up in mainteance and operations costs.

4 Planetary wealth: A few rare Crime lords, and businessmen at this signifigant level of wealth, the Combined wealth of the Dark Council is here as they have access to any resource in the Empire at their whim to a reasonable point. A few of Aderans royal heads such as the head of House Organa and House Thul have this level of wealth.

5 Galactic wealth: Very rare the Emperor of the Sith has this level of wealth, and technicaly the combined goverment of the republic itself has access to this level of wealth.

Morality of the game is mostly Black and White with VERY minor shades of gray. Basicaly if the action generaly doesnt fall under the Good or neutral category of the D&D scale of alighnments then it most likely is a darkside action and will result in the gain of darkside points. Enough darkside points can and will corrupt the character and make them fall to the darkside.

Also characters can Call on the Darkside a character who does so gains an automatic darkside point which can be used as a hero point, however in the immediate aftermath the character risks falling to the darkside. GMs descretion

a character that falls to the darkside may or may not be NPCd by the GM as a villain or allow the player to play them as such. Characters have the chance to be redeemed but this will take honest effort and role play and may be rough on the players and story.

You have been warned.


Again this is a Star Wars based game and while Heroic in Nature and shall be played as such. Minions shall be carved up by the dozen and droids and star fighters shot and blasted to pieces. That said Heroes do not get plot armor and are as vulnerable to becoming one with the force as any one. Damage in the game may or may not be lethal as defined by the GM at kitties extremely capricious whims. Blasters are lethal and Lightsabers cut through flesh and bone as readily as steel, they arent that discriminating. Force lightning burns and electrocutes and choking someone with the force or tossing them off a Nar Shadda apartment block is a one way trip down.

Be cautious and think like heroes.

Cast and Guest stars

Azdaon Kienaan Kenmadragon
Senya Quillian Kirinke


Kyp Afuro Biofilia
Gizmo Bombatu
Valera Duskbringer Belial666
Dean Nightstar Mr. United
Tara Jax Nineofspades
Kaltatha Xeroxkhan
Darius Lightbringer Mark Reuter
Verpine Engineer Weyrd
Malachor Atriden

Episode 1: The Gathering

Episode 2: The Blood Hawk

Episode 3:
Last edited by catsi563 on Thu Apr 03, 2014 1:48 pm, edited 30 times in total.
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Re: Star Wars: The Old Republic OOC and Rolecall

Post by catsi563 » Mon Dec 31, 2012 1:24 pm

Lets start with each player posting their character and letting me know their ready.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by bi0philia » Tue Jan 01, 2013 10:57 am

bi0philia wrote:Image
more to come
Kyp Afuro

Power Level: 8

Strength 2/3 , Stamina 3/5 , Agility 3/5 , Dexterity 1/2, Fighting 7/9 , Intellect 0 , Awareness 4 , Presence 1

Benefit: Jedi Ace( Use Awareness for Vehicle Skill ) • 1 point

Battle-mind: Array (9 points)
Battle Meditation: Burst Area Luck Control 2: Bestow Luck, Spend on Other, Advantages: Luck 3; Burst Area: 30 feet radius sphere, Selective; Check Required: DC 12 Expertise(Force), Increased Action 2: Move • 7 points
• • Force Evasion: Teleport 2: 10 feet in a move action; Reaction, Check Required: DC 11 Expertise(Force), Diminished Range 2, Quirk( Must be unencumbered) • 1 point
• • Force Flurry: Strength based Shapeable Area Damage 2: Shapeable Area: 30 feet, cubic, Selective, Subtle; Check Required: DC 11 Expertise(Force) • 1 point

Force Boost: Enhanced Strength 1; Enhanced Stamina 2; Enhanced Agility 2; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 3 (60 ft); Speed 1 (4 MPH) • 20 points

Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points

Purple Lightsaber: Strength-Based Damage 4, Improved Critical, Penetrating 8; Check Required DC 13(Exp-The Force), Easily Removable (-4 points) • 6 points

The Force: Array (12 points)
Deflection: Deflect 10, Reflect, Reduced Range (Close), Quirk 2( Requires Lightsaber) • 8 points
• • Force Rebuke: Nullify 7 (The Force), Broad (All Force Powers) ; Reflect, Check Required DC 15( Expertise: The Force), Quirk 2( Requires Lightsaber), Reduced Range: Close • 1 point
• • Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Detect :Force, Radius: Vision, Check Required DC 12(Expertise: The Force)), Sustained • 1 point
• • Force Telepathy: Mental Communication 4: Anywhere on a Planet, Subtle, Check Required DC 15( Expertise: The Force), Distracting • 1 point
• • Telekinesis: Perception Ranged Move Object 5 (1,600 lbs), Check Required DC 15 (Expertise: The Force) • 1 point

Utility Belt: Ration Capsules, Comm-link, Holoprojector, Holomap, Aquata Breather • 5 points

Benefit(Jedi Knight)*, Defensive Roll 2, Equipment 1, Favored Foe(Sith), Force Sensitive, Languages 1( Binary) Power Attack, Quick Draw, Trance

Acrobatics 5/+10, Athletics 5/+8, Expertise(Tactics) 4/+4, (Awe)Expertise(The Force) 8/+12, Insight 3/+7, Investigation 3/+3, Perception 4/+8, Persuasion 3/+4, Stealth 3/+8, (Awe)Vehicles 6/+10

Lightsaber: +9 /DC 22
Flurry: 30 feet cubic area, selective/ DC 24

Dodge 9 , Parry 9
Toughness 5/7*, Fortitude 5 , Will 6
*with defensive roll

Abilities 42 + Powers 53 + Advantages 8 + Skills 10(40 ranks) + Defenses 6 = 120

Code of Conduct: The Jedi live in strict adherence to their Jedi Code.
Enemy: The Sith constantly hound the Jedi throughout the ages.

more to come here

Kyp Afuro was born on Coruscant and after testing confirmed his sensitivity to the force, he was taken to the Jedi Temple for training. He progressed quickly into an able Jedi Padawan as he came of age, excelling in lightsaber combat, but with unfavorable traits of pride and aggression. Despite this, Kyp remained stern and had an impressive hold on his emotions, allowing him to endow his combat abilities with a kind of peaceful rage. He came of age during the battles of the Great Galactic War, and once he was old enough, came to refine his lightsaber technigues on the front lines. He was a star pupil of the Jedi battle master Jun Seros, who trained hundreds of Jedi in the field of battle. The strategic genius and bold interventions of Master Seros left him undefeated on every front that he had led. Afuro was a quick learner and fierce combatant, and served as one of Jun Seros' most skilled right hand men during those turbulent years. Soon his master bestowed him with the rank of Jedi Knight, and gifted him with a Hurrikanian crystal which gave a unique violet color to his lightsaber blade. Afuro gained substancial notoriety as fierce warrior with his purple blade for a number of years. His time with Seros on the battlefield was cut short however, after the Treaty of Coruscant was signed much to his master's disdain.

Nevertheless, Kyp returned to Coruscant where he was well respected and did his best to honor the treaty, although he shared his old master's suspicions that the Sith would not uphold the deal. In the years after the
. Eventually he takes on a young padawan. His padawan is killed, possibly during the attack on Alderann or some other appropriate battle, and Afuro feels it's because his pride prevented him from retreating when overwhelmed.

The loss leads him to take a leave of absence from the order. But then a disturbance in the force which he tried futilely to ignore has brought him to "starting planet", where he continues his quest for atonement.

:arrow: Took some inspiration from Mace Windu's techniques of blinding lightsaber speed and with help from the teleportation power profiles did my best to represent that
:arrow: Force Flurry is essentially him whipping around the battlefield, a whirling purple blur that strikes from seemingly all sides in an overwhelming attack.
:arrow: Force evasion is when he puts that blinding speed to work on a tactical/defensive side of things, effectively repositioning himself out of the way of oncoming attacks, at times putting himself in good position for a swift flank maneuver. He's still vulnerable to sufficiently large Area attacks, as he can only move 10 feet as a reaction to avoiding an attack.
:arrow: Also, Battle Meditation!
Last edited by bi0philia on Tue Jan 01, 2013 3:27 pm, edited 1 time in total.

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by kirinke » Tue Jan 01, 2013 11:41 am


Name: Senya Quillian
Concept: Former Jedi Sentinal turned Force Adept (Gray Jedi)/Mercenary
Affliation: Her crew, the Jedi Brotherhood, the Republic
Base of Operations: The Crescent Moon (Mobile HQ/Transport)
Relationship Status: Single
Homeworld: Corellia
Occupation: Mercenary/privateer/"independent merchant"
Origin: Human
Age: 40
Hgt: 5ft, 8inches tall
Build: Slender
Hair: Shoulder length Red
Eyes: Hazel
Skin: Caucasion
Clothing: Usually wears dark brown and black leather-like clothing

Hmf. You wanna know my story. Why I left the order.
Well... It was a lot of things, mainly me and the council didn't see eye to eye on most things. I was willful, never followed orders the way they wanted me to. Always did what was right in the end, but they didn't like how I did it.

Anyway, My mum was a "independent merchant", I take that to read as a smuggler and my dad, well was listed as 'unknown' on the birth certificate. When she had me, I was tested for force potential and whisked off to the temple as soon as they saw I had it. Trained there, then at the right age I was apprenticed and made Jedi Knight. The final breaking point came when me and my partner were on a stupid, suicidal mission that in hindsight, really didn't mean much, they were sending us out to our deaths.

Well... My partner was torn apart in front of my eyes and I survived the mission needless to say. Anyway, during the mission, I somehow wound up in the backside of beyond. I won't go into how I made it back, that requires a lot more liquor, and I ain't paying this round.

Well... When I made it back, I discovered that the guy who had sent us on that idiotic mission was a Sith mole. No one believed me, thinking I was out of my mind. I proved it to them, but what it took doing... Well. It kinda soured me on the council for good, bunch of stuck up, close minded idiots they are and I made my own way.

Since I left the order, I became an ahh independent merchant and mercenary, helping folks as I can, but now I get paid for it. I had to leave behind my Jedi-Knight status and instead took the Force-Adept designation. I'm good at what I do kid and while I ain't a Jedi anymore, I'm still an Adept and I ain't stupid. Don't go blindly trusting the Council or anyone for that matter and keep your eyes peeled. You'll live longer that way. Trust me.

The real truth of the matter is, the mole was very highly placed in the council hierarchy. At the time, Senya was just 20, a newly minted knight and her former master was still her partner, neither having picked up a padawan learner yet. They were investigating this individual when they were sent on an unrelated mission (one orchestrated by the mole without their knowledge). This mission was a set up, one that took her former master's life in front of her eyes. It took her four years to get back to Coruscant, where she angrily confronted the mole, who convinced the Council she was out of her mind with grief and anger (a believable story indeed, given the situation). It took alot of convincing on her part to prove that he was the enemy and the entire situation took a heavy toll on Senya, to the point where she left the order. In the end, the Council realized the mistake they made and have since been trying to rectify the situation and bring her back in the fold. She hasn't quite forgiven the brotherhood yet, but is slowly weakening and they forsee a day when she will rejoin the order, even though she proclaims the opposite....

Enemies: The Sith are very much aware of her power and do consider her an excellent canidate for apprenticing. She disagrees.... Usually violently and all over the place. It doesn't dissuade them from trying though.

Honest: Senya has a reputation for honesty. She is fair in both her deals and how she treats others.

Picking up strays: She is also known for her perchance to pick up oddball characters and get involved in situations she really wish she hadn't. Like escorting undercover Jedi to who knows where for example.

The Jedi Brotherhood: Having realized their huge mistake in regarding Senya's situation, the brotherhood has done their best to rectify the situation with her. They are constantly (though gently) trying to get her to join back up. When she does have to ship Jedi, she generally charges triple the normal fare because of the headaches they bring (she still has some loyalty to the order, so she doesn't refuse them outright, she just charges them through the nose to gain passage on her ship and considers that a fair trade, as it also ensures she won't leave them in the lurch). Well not really. She'll charge them half and let Azdoan steal the rest from the Empire. Hey, she has a reputation to maintain here!

Senya has a comfortable livelyhood as an independent merchant/mercenary. She skirts the fine edge between legality and the criminal underworld, and as such has developed a certain reputation for being a canny operator.

After fifteen years as a smuggler and pirate and four years before that in the unknown regions, the optimistic shine has mostly rubbed off her, leaving her cynical and dangerously genre-savvy. Underneath the cynical nature, she is a genuinally warm and loyal person, who will give anyone a second chance, given a good reason to do so, even former sith. As one person once said, "Senya is probably one of the crankiest and foul-mouthed beings you'll ever meet, but she'll bend over backwards to help you, given the need and I've seen her give her last credit to a hungry child. And she'll never leave anything unfinished."

PP 36

8(2+6) DODGE
8(2+6 Enhanced) PARRY
4(2+2) FORT
2 (6 with jumpsuit) TOUGH
6(2+4) WILL
PP 12

10(2+8) Acrobatics
10(2+8) Athletics
8(2+6) Stealth
8(2+6) Vehicles
8(2+6) Insight
8(2+6) Perception
10(2+8) Persuasion
8(2+6) Intimidation
8(2+6) Deception
6(4+2) Investigation
6(4+2) Technology
4 Criminal
4 Current Events
4 Popular Culture
4 Streetwise
4 Tactics
4 Science
4 Jedi/The Force
4 Galactic lore
PP 16

Force Sensitivity
Close Combat 6.
Ranged Combat 6
Improved Init x2.
Wealth x2.
Eidetic Memory.
Equipment x3
Form I: Shii-Cho (Weapon Bind)
Form IV: Ataru (Agile Feint, Instant Up, Quick Draw)
PP 25

Dual Light Saber Strike 4 (Strength Based), Penetrating 4/Multi Attack 8, 9PTS

Force-Sensitivity: Senses 9 (Accurate Mental [Force] Sense, Danger Sense, Force Awareness, Precognition [Uncontrolled], Ranged Detect Force, Detect Lightside/Darkside Analytical )
Force-Telikensis 8: Move object/Precise
Force-Deflect 8: Deflect/Reflect, Quirk-Requires lightsaber.
BATTLE MEDITATION: Speed 3, Leaping 3, Enhanced Strength 2, ENHANCED Parry 6
Force-Telepathy (Limited): Comprehend languages (read all, speak all, understand all, your understood)
Force-Communication: Anywhere, limited to force sensitives, comprehend thoughts.
PP 22

Custom Made Combat Jumpsuit: Protection 4 • Cost: 4ep
Code Cylinder: Similar to an access ID card 1ep
Datapad: Another name for a PDA. 1ep
Field Kit: Survival Gear, contains two condensing canteens with built-in water purification systems, a sunshield roll, food rations 1 week, two glow rods, two breath masks with 24 hour filters and an all-temperature cloak. 5ep
Medpac: This kit grants a one-time use of Healing 1. 1ep
Mini Tracers x4. 4ep
Multi Tool. 1ep
Commlink. 1ep
Credits: 1000 (Ready Money, she has more in the bank)

GM Plot Device/Transport The Crescent Moon
Modified Space Freighter (Headquarters and Transport) PL 8
Strength 18, Defense 0, Toughness 16, Size Colossal

Take into consideration that the infirmary is likely to be a small one room affair. The workshop and gym are likely fold out compartments/equipment in the hold. The living space is also going to be space efficient.

Hidden Compartments 4, Navigation System 4, Remote Control. Communications, Computer, Defense System, Fire Prevention System, Gym, Cargo hold, Infirmary, Living Space, Power System, Security System 1, Self-repairing 1, Workshop,

Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round)
Movement: Movement 2 (Space Travel 2: other solar systems)
Quad Cannons: Blast 8 (DC 23; Multiattack, Penetrating)

Quad Cannons: Blast 8, +0 (DC 23)

Power Points
Abilities 6 + Powers 59 + Advantages 0 + Features 21 + Skills 0 (0 ranks) + Defenses 11 + Equipment 0 (0 ep) + Weapons & Armor 0 = 20PP

Ready to chop, slice, dice and blast bad-guys!
Last edited by kirinke on Wed May 08, 2013 7:42 am, edited 9 times in total.

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by Belial666 » Tue Jan 01, 2013 12:55 pm

Real Name: Valera Duskbringer
Weight: 120 lbs
Height: 5 ft 8 inches
Age: unknown
Gender: Female
Species: Human (altered)
Nationality (place of origin): unknown
Eye Color: Blue or Red
Hair Color: Black
Handedness: Right
"A Jedi? Me? Nah, I flunked the written. Sith? Nope, they mostly hate me. Something about killing their plans in addition to their people. The former is impolite, you know?"
--Valra Duskbringer--
The most infuriating, contrary, doubting and potentially dangerous padawan I've known. And I still remember my days as a padawan.
--Satele Shan, Jedi Master--

Valra is an attractive human woman, apparently barely in her early twenties. Long, lustrous black hair fall down her shoulders and to her midriff, framing a heart-shaped face with almond-shaped eyes, small red lips, a pointed chin and a smallish, upturned nose. She's often been called "cute" with the potential to be beautiful when she "grows up". Of course, most of the people that make that comment haven't seen her in full Dark Side mode; glowing red eyes, a paler and darker skin, fuller lips and narrower, angrier features... that still remain cute, for those that wish to live dangerously. It is unclear whether her "Sith" face is a mark of Dark Side corruption -though she lacks the burns, burst vessels and other physical marks even then- which she covers with Alchemy-crafted masks or she puts on her "Light Side" face by healing her appearance, or employs another Force technique to produce the change.
Just like her looks, her personality is attractive - she's friendly, calm, has a sense of humor, personal integrity and conviction. Often this can shift into furious energy towards a goal, cynicism, and an unwavering ambition that is frightening in its intensity... but still respectable for the results it produces.
The truth is that all personalities are both gifted and flawed and use of the Force magnifies both gifts and flaws of a certain side; when Valra draws heavily of the Light Side, she does display that side of her character more. And when she draws of the Dark Side, other parts of her character are more strongly evident.

Khar Shian, moon of Khar Delba, Sith empire, Outer Rim. Once the seat of power of Naga Sadow. Mostly stripped by Republic forces at the end of the Great Hyperspace War more than a thousand years ago. But many things remained. For Naga Sadow was a lord of secrets and hidden plans - and most of his facilities were buried deep under the moon's surface for security, much as the moon itself was the security for his forces on the planet proper.
It was in those facilities in the buildup before the new Sith offensive that many experiments took place. And the one that led to Valra's birth was far from the least of them. As is known, clones are unstable. The more complicated the clone, the higher chance of instability, not to mention various biological problems. And that becomes more evident if one tries to clone Force-Sensitives. So despite its lack of morals and money hardly being an issue, the Sith empire never attempted to clone vast numbers of force-sensitives for its army. But other avenues were pursued. Sith Alchemy, for one. Normal births too - except industrialized to increase their efficiency far beyond the usual. And naturally, attempts that combined both.
Despite the efforts of many alchemists and scientists, the numbers of highly-talented infants were few in number, with most of the rest only showing mediocre or very weak abilities. Valra was one of the former, with a very strong gift for overt and direct displays of the Force. Surviving the harsh trials with excellence, she became an apprentice to one of the sith sorcerors involved with the project. Her knowledge and ability with the Dark Side grew, until she became involved in the politics and petty power struggles of the Sith and the corruption, insanity and ruin brought by the without measure use of the Dark Side. And when a dispute between Sith Masters brought open battle to the project grounds as she was beginning to fear it would, Valra made her decision. In a night of battle and ruin and Sith Lightning flashing against a frozen waste, the young Sith Sorceress escaped into a small transport, blasting apart anyone that stood in her way.
Ignorant of the Galaxy at large and depending on the artificial intelligence of the ship she'd hijacked, Valra fared poorly in her travels. With very, very, very great luck (or, more likely, aid from the Force), she managed to crash onto a Republic-controlled planet after over a year of aimless, dangerous travel. Barely surviving the crash, she was taken into a hospital where a young jedi with a gift for healing helped her recover. Not gifted enough in anything beyond healing to sense her true nature, the young jedi only realized that the young-looking woman before him was strong in the Force and suggested she visit the Jedi temple where she'd better train her abilities. Disillusioned by her realizations of the flaws of the Dark Side, Valra agreed, but not before perfecting the Force Alchemy - constructed mask that hid her nature. Studying among the Jedi, she learned of their code, their beliefs, the Light Side of the Force, the Republic they guarded. She did spend several years of peace and serenity. Or, at least, she tried. For one, she could not forget her lessons from the Sith. And while much of what she had previously learned she now saw was obviously wrong, she still had doubts about other things, ideas where -she believed- the Sith were better than the Jedi. It was then that the Republic begun losing ground to the Sith attack. Happy to find a distraction from her unsettling thoughts, Valra eagerly waited for the Jedi to spring forth and defend the Republic. Except they didn't. Yes, the Jedi were defenders of Peace and the Rebublic. Yes, they sent forces to intercept Sith aggression. But they did not act as a whole. In fact, many were those who urged caution and deliberation before the Jedi Order committed to the War. Many others argued that they could beat the Sith by holding their ground, fighting a defensive war. And many were simply not versed enough in combat, relying on a religion of passivity to protect them from danger and death. Which, of course, it did not. And there Valra saw the failings of the teachings of the Jedi; stagnation, passivity, a hidebound and empty lack of desire. The Jedi might win the war in the end through the sheer numbers of the Republic that supported them and the Will of the Force. But once again, Valra struck out on her own.
Not having been fully accepted as a Jedi yet - something about "flunking the written" as Valra often jokes - she found it easier to leave the Order despite the time of war. It wasn't as if she'd be going far or for very long. Four years of meditating on the ways of the Force, merging the useful teachings of the traditions she's followed and discarding the excess and the erroneous, searching the Galaxy for other ways of teaching and learning, other paths of the Force. And then, when she believed she was ready, the crafting of her lightsaber; combining techniques for the Force-shaped Sith blades of old and the construction of the more technologically advanced sabers of today, she crafted a Lightsaber that only in the hands of a Force-user would it function, powered through the wielder's ability in the Force. And then she joined the War. Not on the side of the Sith or the Jedi. She worked as an agent of the Republic; in missions that defended an area against attacks, struck back against the enemy, damage control or relief efforts - always she helped maintain the Republic strong rather than fight the deciding battles between Light Side and Dark Side.
With the sacking of Coruscant and the obviously temporary cease-fire, Valra has been working to keep the Republic's momentum in reclamation, rebuilding, mobilization and other efforts that would increase its power and combat ability while simultaneously protecting its people; she's used her senses and powers to dig victims out of rubble in disaster areas, instruct non Force-users how to better cooperate with and use their Jedi allies or fight force-using enemies, as an advisor in mid-level politicians and industrialists in what decisions to make that would help towards the Republic's goals... and in secret missions of intimidation, blackmail or even assassination of those politicians, generals, leaders and the occasional jedi advisor or sith infiltrator that, due to reasons of personal gain, lack of courage, religion and philosophy, or monumental stupidity have become obstacles to the strengthening of the Republic and its future survival.

Origins - Secret: Valra's origin has been sufficiently alarming - and sufficiently traumatic - that she prefers to keep it a secret. People might be suspicious of her and her ways due to this and on occasion, people and events from her past may resurface and cause trouble.
Motivation - Knowledge: Valra travels the galaxy, searching for the secrets of the Force. Light Side, Dark Side, other traditions - all are part of the Force and necessary for the greater Balance in Valra's belief and thus she sees it as her mission to know such secrets, and use them as they were intended.
Duty - The Balance: Having seen both sides of the Force and of the nature of sentient beings by extension, Valra sees neither side as the greater good. According to her, Balance must exist in the world - for peace without emotion is death, life without ambition is stagnant, serenity without challenge and danger is effortless and meaningless. And power without purpose is corrupting, aggression without justice is ruin, emotion without measure is madness. Thus she strives to visit both sides of life and the Force upon the universe where and when she can.
True Neutral: Valra studies, channels and uses both sides of the Force. Much as she must bring Balance to others, she must remain in Balance within herself. Those who harm must also heal, those who destroy must also protect - thus she carefully balances the use of each side of the Force with the other. The problem is that often people of either side are convinced she's wrong, weak, corrupt, dangerous or treacherous, depending on who they are and what gifts of the "other side" see her using. Not to mention the moral and ethical dilemmas she has to face.
Reputation - Republic Agent: Valra is an agent of the Republic. The Sith dislike her for obvious reasons. The Jedi merely disagree with her beliefs, how she openly uses The Force for the "worldly end" of helping the Republic in more than just battles against the Sith, how she pays for dinner by being an advisor to commercial and political interests the same way the Jedi are for the government mostly for free, how she employs the Force to act in worldly affairs in general and for not being detached and serene in the (obviously superior, in their mind) way they are. Many non-Force Sensitives in the Republic like her because she's open and involved in everyday life, because she does work for them, because she offers advice and favors and because she does not dislike power, ambition and money the way the Jedi seem to.

Strength 2, Stamina 6, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 4, Presence 0
DEFENSE [18 pp]
Dodge 6, Parry 6, Fortitude 6, Toughness 10/6, Will 10
Attractive, Benefit: Long Lived, Evasion 2, Force Alchemy (artificer), Force Sensitive, Second Chance: Use the Force, Uncanny Dodge
SKILLS [16+4 pp]
Athletics 10 (+12), Expertise: The Force 18 (+18), Perception 14 (+18), Insight 14 (+18), Deception 8 (+8/+10), Close Combat: Lightsabers 8 (+8)
POWERS [50 pp]
Force Lightaber: Strength-based damage 4 (penetrating, improved critical 2, check required 5: Use the Force, easily removable)
Control [11 pp array, 5 Alternates]
Awareness: Senses 11 (ranged/radius/acute/accurate mental sense, penetrates concealment, extended 2)
Adaptation: Protection 4, Immunity: Critical Hits/Suffocation/Poison/Vacuum/Environmental Cold
Knight Speed: Enhanced Advantage: Defensive Roll 4, Speed 3, Jumping 3, Quickness 1
Force Healing: Healing 5
Force Redirection: Deflect 10 (Reflect, Close Range), Second Chance: Deflect
Force Mask: Concealment 5 (all visual senses plus Force Awareness, blur), Immunity: Interaction Skills, Feature: Quick Change
Alter [27 pp array, 6 alternates]
Crush: Damage 8 (perception range, precise, subtle 2)
Energy Absorption: Immunity 15 (energy and explosives, half effect), Second Chance (fire/electricity/pure energy damage, explosives)
Force Barrier: Create 8 (stationary, selective, continuous, limited: no offensive use, subtle 2)
Force Lightning: Damage 8 (secondary effect, cone area, incurable, affects insubstantial 2)
Move Object: Move Object 8 (precise, perception range, extra mass 2)
Stasis Field: Fortitude Affliction 7 (vulnerable and impaired/stunned and disabled), Ranged, Burst Area, Affects Objects, Quirk: full round action.
Wave: Move Object 8 (damaging, cone area, selective, limited to knockback, close range, subtle 2)
Last edited by Belial666 on Thu Jan 03, 2013 4:23 pm, edited 1 time in total.

Posts: 2188
Joined: Sun May 17, 2009 1:30 pm

Re: Star Wars: The Old Republic OOC and Rolecall

Post by Mr.United » Tue Jan 01, 2013 4:47 pm

Dean Nightstar


Power Level: 8; Power Points Spent: 120/120

Name: Dean Nightstar
Age: 25
Height: 6'2
Weight 170
Hair- Black
Eyes- Blue
Ethnicity- White

Kessel Run? Pffft, Please. How about outrunning Hutt's through a Asteroid field with nothing more than a Escape Pod?"

Abilities (PP Spent: 56)
STR: 2
STA: 2
AGL: 5
DEX: 4
FGT: 6
INT: 3
AWR: 4
PRE: 2

Skills: (PP Spent: 19)

Expertise: Galactic Lore 5 (+8) Expertise: Astrogation 8(+11), Acrobatics 5 (+10), Sleight of Hand 6 (+10), Investigation 5 (+9), Deception 8 (+10), Persuasion 6 (+8) Perception 7 (+11), Stealth 8 (+12), Vehicles 15 (+20), Technology 7 (+10)

Advantages: (PP Spent: 33)

Redirect, Daze (Deception), Evasion, Uncanny Dodge, Luck 2, Improvised Tools, Fearless, Attractive, Hide in Plain Sight, Ultimate Effort (Vehicles), Favored Environment (Asteroid Fields), Improved Aim, Langauge 2 ( Binary and Bothan), Quick Draw, Ranged Attack 4, Move-By-Attack, Inventor, Defensive Roll 2 and Equipment 8

Powers: (0 PP Spent)


Nightstar’s Personal Flight Suit, Armored: Protection 3; Immunity 9 (Life-Support); Quirk (10 hours only), Movement (Wall Walking); Quirk (Metal Objects Only), Sense (Night Vision) 14ep

Blaster Pistol, Hold-Out: Ranged Damage 3, Feature (Easily Concealable; +2 bonus to Sleight of Hand checks to Conceal the pistol) • Cost: 7ep

Nightstar's Customized Blaster Pistol, Heavy: Ranged Damage 7, Quirk (a natural 1 on an attack roll requires the weapon to be reloaded as a Standard action) • Cost: 13ep

Ion Pistol: Ranged Affliction 3 (Resisted by Dodge; Dazed, Stunned, Incapacitated), Affects Objects Only • Cost: 6ep

Defense: (12 PP Spent)
Dodge: 4 (+9)
Fortitude: 4 (+6)
Parry: +6
Toughness: +7 (+3 costume)
Will: 4 (+8)


Reckless: Dean’s Flashy moves and deadly tricks will cost him one day.

Hutt’s Hatred: After fleeing from the Huts cause of a “misunderstanding”, Dean has been wanted by them for awhile now.

This isn't a Starship: Dean's Inventor Advantage only works if making a item to run (Or creating a short cut, depending on how you look at it) a Starship.

Stop That!: Dean sees Force Users as cheaters.

Irony: When using Extra Effort, Dean accesses the Force. He doesn't know this and if told, will deny it completely.


Dean Nightstar was born during a rare time. Not a time when the Sith were ruling or a time under a right moon, no. Dean was born just as the ship he was on jump into hyper drive. Though this meant nothing to many, for Dean it was a sign. This was a sign that he was born to fly.

When Dean was born, his mother passed shortly after and his father abandoned his mother when she found out about Dean. With no mother or father, Dean was sold by the ship’s captain in return for fuel. His owner then shipped him off to some off world where he sold him for double what he paid. Dean however, young and didn’t understand what was happening during this time nor does he remember much of it.

By the time he was 7, Dean was then rented out by his master to ship owners to help repair their ships or speeders. It was apparent to his owner, that Dean had a knack for starships. This was in the means of repair, but especially in means of piloting. By age 9, when he wasn’t sold as a living repair droid, he was hired on as a taxi service. Though he was kept in the same system and his hyperdrive removed to prevent escape. His worth started to go up throughout the years. His master quickly gained credits from his skills and services. He had no intention of selling Dean or releasing him, but Dean had other plans.

To Dean, his master was a evil tyrant whom cared for nothing expect the credits that he drained out of Dean. Knowing that his knowledge would be more valuable in space, Dean killed his master that night and fled the world on a ship he patched up earlier in the day.. He never really got to know his master nor even remembered his name. To this day, Dean doesn’t normally talk about that night. His master’s killing though did not go unnoticed.

After escaping, Dean got lost in an asteroid field while his starship lost power (seemed the power core was bad. Something Dean didn’t check in his rush to repair it.) Thinking he’d be lost in space forever, Dean pointed the ship to a random direction and with the last of the ships energy sped off in to the darkness.

Luck was on his side that day. A freighter happened to spot Dean and pull him in. The freighter itself was a black Market ship owned by the Hutts that did illegal trades in the asteroid region. Luck was on his side that day when he met old Capt. The Capt quickly took a shine to the boy. Sensing his love for flying, the Capt started to show the young boy (11 at the time) everything he knew. Again Dean’s skills were put to good use, only this time he was working for someone, not a slave to them. Dean quickly became one of the leading Smugglers in the Asteroid region. With his skills in flying, Dean out matched any fighter that brought his squad trouble

It didn’t take long for Dean’s confidence to build. Soon his mouth became as deadly as any blaster. He would radio the enemy flyer, telling them what they did wrong to their craft before crashing them into a asteroid or gunning them down with his own ship. Because of his constant flying in the field, his skills continued to increase. Many could barely keep up with him by the time he was 18.

Being a smuggler wasn’t easy but Dean loved it. He made a lot of good friends and money doing what he did. Some missions tested his blaster rather than his piloting skills. Luckily the Capt taught Dean How to use his. Mixing that with the drawn brawls he caught into when he was on shore leave, left Dean to be one of the top Smugglers for the Hutts. To celebrate his latest mission Dean sunk all his credits into a pilot suit that balanced flight with ground battling.

However, all good things must come to an end. With the Capt’s sudden death, Dean was alone yet again. Instead of inheriting the ship, The Hutts (which Dean learned earlier he worked for) gave it to the First Mate whom was jealous of Dean. The First Mate made a quick decision to banish Dean from the ship. Angry, Dean rebelled against the new captain, shooting him dead in front of the Hutts before blasting his way to a escape Pod. Last time he saw the famous Asteroid Freighter (whose name was Rocky Waves) it was floating powerless in a sea of rocks for Dean had the power core stripped of its wires.

After his escape, Dean started privateer work in the galaxy. One particular day, Dean quickly found that he was wanted when a bounty hunter attacked him, destroying his ship in a attempt to capture him. He battled with the Bounty Hunter before kicking him into the engine core, killing him. As a souvenir, Dean took the Bounty Hunter’s blaster.

To escape the bounty that was on his head, Dean joined the Republic. He has found a place in the army and much like Smuggling; he has made some friends and is known for his recklessness in asteroid belts. It is because of this reckless behaviour and his silver tongue that Dean wasn’t promoted. Though he enjoyed the army, he would quickly leave it if anyone came with a real challenge.

Posts: 2320
Joined: Sun Sep 09, 2012 6:55 pm

Re: Star Wars: The Old Republic OOC and Rolecall

Post by kenmadragon » Tue Jan 01, 2013 5:13 pm

Name: Azdaon Kienaan
Gender: Male
Affliation: Unofficially aligned with the Republic
Base of Operations: Varies
Race: Human
Relationship Status: Single
Home World: Taris (now destroyed)
Height: Average
Build: Athletic
Hair Color: Brown-Black
Eye Color: Gold

House Rule: Non-Combat Skills are 4 ranks/ 1PP

Abilities: 24
Strength 0/2, Stamina 1/3, Agility 3/4, Dexterity 3/4, Fighting 0/2, Intellect 2, Awareness 3, Presence 0

Skills: 17
Acrobatics 4 (+7/8), Athletics 4 (+4/6), Close Combat: Force-User Weapons* 8 (+8/10), Deception 3 (+11/13), Expertise: The Force 16 (+18), Expertise: Sith 3 (+5), Insight 10 (+13), Investigation 4 (+6), Perception 6 (+9), Persuasion 1 (+9/11), Vehicles 1 (+4/5)

Advantages: 12
Attractive, Benefit 2 (Cipher 1, Wealth), Defensive Roll 3, Equipment 2, Force Sensitive*, Improved Initiative, Languages 1 (Basic: natural; Huttese: free; Binary, Sith), Luck, Skill Mastery (Expertise: The Force), Trance, Uncanny Dodge

Powers: 60
One Of The Most Charming Men In the Galaxy: Enhanced Skills 2 (Deception +8)
. . AE: Enhanced Skills 2 (Persuasion +8)
Force Boost
. . Enhanced Abilities 8 (Strength 2, Stamina 2, Agility 1, Dexterity 1, Fighting 2) [drawbacks: Check Required 8 (Expertise: The Force)]
. . Leaping 3 [drawbacks: Check Required 3 (Expertise: the Force)]
. . . AE: Speed 3
. . Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge)
. . Senses 1 (Force Awareness)
Lightsaber: Str Based Damage 4 [extras: Penetrating; flaws: Easily Removable; feats: Improved Critical 2]
The FORCE (24p array)
. . Deflection: Deflect 10 [extras: Reflect, Redirect; flaw: Reduced Range (Close); feats: Accurate (4); drawback: QUirk(Redirect requires Lightsaber)] Enhanced Advantages 2 (Defensive Attack, Improved Defense) [drawbacks: Quirk(Requires lightsaber)]
. . . AE: Force Rebuke: Nullify 8 (The Force) [extras: Broad(all Force powers), Range(Perception)]
. . . AE: Sense The Force:
. . . . Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]) Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force) [extras: Sustained]
. . . . Force Sight: Senses 9 (Accurate, Acute, Concealment Penetrating, Radius and Ranged Mental Sense) [extras: Sustained]
. . . . Farseeing: Senses 4 (Farseeing)
. . . . Force Listening: Senses 2 (Acute, Extended Hearing)
. . . . Broaden the Senses: Enhanced Skills 2 (Perception +8)
. . . AE: Not All Is As It Seems:
. . . . Mind Trick: Affliction 8 (Will resists; Entranced, Compelled) [extras: Perception(2); flaws: Limited (two Degrees); feats: Subtle; drawbacks: Check Required 1 (Expertise: The Force)]
. . . . Force Cloak: Concealment 8 (All Visual, Auditory and Olfactory Senses) [flaws: Check Required (Expertise: The Force), Passive]
. . . . Force Stealth: Concealment 1 (The Force)
. . . AE: Telekinesis: Move Object 8 [extras: Perception] Enhanced Advantages 2 (Precise, Chokehold) [flaw: Check Required (Expertise: The Force)]
. . . AE: Lightning Manipulation:
. . . . Generate Lightning: Move Object 8 [extras: Damaging; flaws: Concentration Duration; feats: Accurate 2, Alternate Effect (Lightning's Fury), Improved Critical 4, Power Attack]
. . . . . Force Lightning: Damage 10 [extras: Ranged; feats: Accurate, Improved Critical 4; drawbacks: Diminished Range 2]; Feature 1 (May Replace Ranged Extra With Cone Area as a Free Action)
Mastery of the Force: Variable 1 (descriptor: The Force) [extras: Action 2; drawbacks: Check required 4 (Expertise: Force)]
Bastion of Will Enhanced Defenses 8 (Will +8) [flaws: Limited to Mental/Force effects]

Utility Belt (Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather, Medpac x2) 8ep
AE: Vehicle (8ep) 1ep
Robes (Immunity 2 (heat, cold) [partial]) 1ep

Vehicle: Modded Speederbike
Size: Medium (+0 Handling), Strength: 1 , Defense: 10, Toughness: 8
Powers: Turbo-Charged Hovercraft: Flight 8 [Limited: Flight Ceiling (500 ft)]

Defenses: 16
Toughness 6, Dodge 10, Parry 10, Fortitude 4, Will 4/12

Unarmed: +4/6 Close Damage 0/2
Lightsaber: +8/10 Close Damage 4/6 (18-20)
Lightning Manipulation: +8 Damaging Move Object 8 (16-20)
Deflected Attacks: +8 +? ? Damage (varies)
Initiative +7/8

Abilities 24 + Skills 17 + Advantages 12 + Powers 60 + Defenses 16 = 129 PP


Motivations: Just Wanna Do Some Good In the Universe As a rogue force user, Azdaon is not given orders by any superiors, save himself. But driven by his code of ethics (see below), he tries to do what he can in this universe to make it a better place, whether it involves looking out for number 1, or saving some innocent people from a burning building, or dealing with politics (*shudder* politics).

Honor: Code of Ethics Azdaon has a strange code of ethics, which blends both the teachings of the Sith and the codes of the Jedi, and uses the amalgam as his moral compass. This involves his compassion for others, and his hatred of oppression. He will try to help the innocents and protect the meek from those who mean them harm, but due to his history as a sith, he is not above using ruthless methods to help the common good.

Reputation: Renegade Trained under the Sith, but broke free and learned under a Jedi master. But Azdaon hasn't chosen a side. That makes for a very dangerous combination What can be worse than a powerful force user who refuses to join any order and only helps himself? This becomes strange, for the Jedi see Azdaon as a potentially powerful asset for the Light, whereas the Sith see him as a dangerous/volatile rebel who should have become a Darth Lord after coming out on top after the death of two Dark Lords, yet refused to take up the mantle of a Dark Lord.

Reputation: Former Sith Unfortunately for Azdaon, the republic and the rest of the good-guys see the Sith as a bunch of ne'er-do-wells, and thus, tend to lump him in with the rest when they figure out he was once a Sith. Of course, while Azdaon has turned towards the light side, people still treat him differently and with caution, for it takes time for people to trust him. Of course, those force users old enough to recognize the signs of the Sith would probably think he was a Sith and attack him on sight, but the path back to the light from darkness is a difficult one, so Azdaon knows the risks are there.

Quirk: Tainted by the Dark Azdaon is capable of great and terrible things, but he feels haunted by the power of the dark side, and fears using it too much, lest he sink into depravity. After his 'redemption and salvation', Azdaon fears delving too deeply into the Dark side of the Force, and while it continually draws him near, he has to remember to keep it at arms length lest it take over. Usage of the Dark Side can cause scarring and deformation of the user's living tissue, but through the usage of the Light side to temper it and mental discipline, Azdaon has managed to contain the deformations to his eye color, which now shine gold. (Note: This Quirk will also be played out with Dark-Side points, and can gain prevalence if DS points build up.)


Azdaon is a rather strange person. He strives to do all he can in the world to do what he knows in his heart is right, and feels driven to help others. Yet he still has his rough sides, and is prone to long periods of quiet and tormented introspection. He is a handsome young man, and while he is not much of a people person, he is still kind and caring, and those who get to know him see him as a true friend. Yet, while he is usually rather optimistic, he knows how harsh the world is, and has experienced it's pain and it's terrors firsthand. He fights with a vengeance, and unlike the Jedi, he is prone to emotion and constructive rage. But he never uses such destructive emotions to take hold of him when he is in battle, and constantly tempers himself, resisting the path of the Dark Side. Though many women do find him attractive, and his dark broodings also lend him a rather tough and (somehow) endearing persona, he is still a quiet and brooding man beneath his charming exterior. He is intelligent and witty, and has a quick tongue. But through and through, he is a good friend.


--upon passing the trials of the Sith--
Darth Marr: Your new apprentice...He intrigues me...
Darth Rictus: I only wish I could say the same.
Darth Marr: Is that fear I hear in your voice, Rictus?
Darth Rictus: Don't try that with me, Marr. The boy has power...a potential beyond antyhing we have ever seen.
Darth Marr: Then show him how to taste freedom, and seize victory.

--first meeting with Ashea--
Azdaon: Hi...
Ashea Hello.
Azdaon: Are you a Jedi? You have a lightsaber.
Ashea: A Knight of the Jedi Council! Sworn to uphold peace and preserve good. And who are you?
Azdaon: Nobody that special...

Azdaon Kienaan was born over 300 years ago on a planet called Taris. Taris was a thriving planet, a massive ecumenopolis (like Corscant), until one fateful day when a Dark Lord of the Sith, Darth Malak, razed the entire planet of Taris in his efforts to kill a rebellious Jedi apprentice named Bastilla Shan. The entire planet was summarily destroyed in Darth Malak's wrath. Few escape craft managed to clear the planet before the Orbital bombardment laid waste to the entire planet, one of which held the pod which contained the young Azdaon, son of a prominent and wealthy family on Taris, held in stasis for the journey.

However, Azdaon's escape craft was damaged in it's escape from the planet by the Imperial destroyers at the bombardment of Taris, and the pod landed on the planet of Ryloth, crashed in the middle of a vast desert. The damaged pod, however, did not bring the young Azdaon out of stasis upon it's crash landing from Korriban, and through sheer luck, Azdaon became one of the few refugees on board to survive the escape from Taris and the crash landing on Ryloth. And so he stayed, stuck in stasis, for over 300 years, frozen in time.

The escape pod which once held several thousands of refugees was discovered by a traveling caravan of slavers trawling it's way through the deserts of Ryloth and happened to chance upon the lost ship. After opening up the ship and freeing the refugees aboard from stasis, the slavers found that only a couple dozen or so had remained alive through the 300 years of stasis. Summarily, all the refugees that were released from stasis were manacled and pressed into slavery.

The slavers sold the refugees to some Sith at the Sith Academy on Ryloth, who were planning on using the slaves as fuel for a dark ritual or horrific proportions. But when the Sith noticed the strength of the Force about Azdaon, they freed him from his bonds, and shipped him off to Korriban to be tested and possibly trained in the ways of the Force.

On Korriban, Azdaon was thrown into the wilds of the world to undergo the trials of the Sith. Reborn in blood and tribulation, Azdaon passed his tests with flying colors, aided by sheer luck and his gifts of the force. He soon gained preeminence among the Sith on Korriban, and accomplished several missions of intelligence gathering and of combat before he became the apprentice to a Dark Lord of the Sith, Darth Rictus, who sat on the Dark Council, and maintained his position in the Sphere of Mysteries as a powerful sorcerer and capable tactician. However, Darth Rictus was always wary of his apprentice, Azdaon, as were most Sith lords, for Azdaon was rising quickly in the ranks of the Sith, using his expertise in manipulating the Force to gain prestige.

Darth Rictus brought Azdaon to Dromund Kaas, the stronghold and capital of the Empire. There, he taught him many things about the way of the Sith and the usage of Sith sorcery. He soon began to see that Azdaon wasn't as power hungry as he had initially assumed, but fearing the popularity the powerful sorcerer was gaining among weaker Sith, Rictus plotted Azdaon's demise. Rictus decided that he would play the standard game of killing two birds with one stone, and convinced Azdaon to kill the apprentice of another Dark Lord, one called Lord Severitus, and then the Dark Lord while he was weakened by the loss of his apprentice. Azdaon slew the apprentice, but as he killed his equal at the bequest of his master, felt sickened by it. As the apprentice lay dying, questioning why Azdaon had done that when the apprentice and the Sith Lord Severitus had actually been welcome of the idea of Azdaon rising in the ranks, Azdaon felt betrayed. In her dying breaths, the apprentice explained what Rictus' plot had been, to have Azdaon attack Severitus and be killed by the more powerful Dark Lord 'in self-defense'. Then, when Severitus had been weakened, Rictus would deliver the final killing blow himself. Azdaon fell into utter despair as he learned of the plot against him, and he felt betrayed, not only by his master, but also by the entire Sith order.

Azdaon not to attack Severitus, and hide in the room where the assassination was to take place. When Darth Rictus strolled in to finish Severitus off, Rictus found Severitus whole and healthy and confused by Rictus' presence and sudden attack against him. Rictus attacked Severitus, angered and enraged at the unravelment of his plans, and after a titanic duel between the two lords of the Sith over power, Lord Severitus fell. However, Darth Rictus had been heavily wounded in his battle against Lord Severitus, and was leaning against an ornate pillar as Azdaon stalked in, pleading his master, questioning why he had been betrayed. Darth Rictus laughed as he did so, and just said, 'That is how the Sith work. You were gaining too much influence, too much popularity, and could not be allowed to live. And that was the best way to do it, and I would have been safe. A power hungry Sith kills an apprentice and when attacking a dark lord dies. Then I take revenge, and not only are you gone, but an enemy of mine dies as well.' Enraged and betrayed, Azdaon attacked Rictus in his moments of weakness, and slew the Dark Lord.

As some sith adepts began to gather at the scene, Azdaon saw that he was the only one left standing in a room full of blood and destruction. Whispers quickly spread, and the adepts only saw Azdaon standing over Darth Rictus and Lord Severitus with blood spattered over his robes and a lit lightsaber. Knowing that he would be charged with the deaths of two Dark Lords, Azdaon fled Dromund Kaas, leaving planet on an old Fury class star fighter.

After weeks of isolation in deep space, Azdaon soon found himself running low on supplies, and headed for the Voss in the Outer Rim. Being an independent planet to the wars between the Empire and the Republic, Azdaon hoped to have little contact with any other force users from either side, and stock up on supplies. And with rumors of the Voss mystics' predictions to be always true, Azdaon hoped that he might be able to speak with the mystics, and seek guidance for a way in life. After docking on Voss, he proceeded to attempt at gaining a meeting with the Mystics. However, he was barred entry to the Mystics' sanctuary (little did he know that they had forseen his arrival, and felt that the time was not right for Azdaon to meet them, for he had a great destiny ahead of him). Irritated, Azdaon stayed around on Voss, dodging the Imperial spies that popped up around various corners, and tried to get his ship repaired. However, the starfighter was too conspicuous a ship to be repaired without his identity being discovered. So he sold the ship for it's pieces and the rest as scrap metal, and tried to figure a way off planet and ensure a steady flow of money. He eventually resorted to using his old Expenses Card from the Empire, and after paying off a rather shady techie, managed to allow his old card to still take funds from the Imperial accounts. So, Azdaon stayed on Voss, going up to the Mystics' sanctuary every day, asking to speak to them, and being denied access each time, paying for his bills with the Empire's money, and they were none the wiser.

It was on one of these daily trips to the Mystic's sanctuary that Azdaon found another offworlder seeking access to the sanctuary, and being rebuffed by the guards. She was a fair human with auburn hair, and wore robes the color of sand. On her hip, there was the unmistakable cylinder of a lightsaber. She took no measures in hiding her aura, and upon noticing her, Azdaon quickly cloaked himself from the force, completely shielding his abilities from her senses, and approached her. "No luck getting in?" he asked, smoothly, a little uncertain, as he was afraid of the conflict that might ensue if his cloak wasn't perfect. She turned towards him, slightly shorter than him, amber eyes glaring up at him, but said calmly, "They must have their reasons. Perhaps their neutrality prevents them from meeting me." Azdaon was relieved, she hadn't seen through him, and she regarded him with curiousity. He wasn't too handsome, but he had a rather rough and charming visage, but the Jedi on the other hand, was stunning. Azdaon grew a little more confident, and began to strike up a conversation with her, and talked with the woman. He learned her name was Ashea Kairi, a Jedi Knight, who had come to Voss to seek advice from the Mystics of Voss. Azdaon conversed with the beautiful Jedi, and soon became smitten with her. He loved her charming personality, her fierce courage, and her sense of justice and fairness. It reminded him of the morals and teachings his parents had taught him all those years ago on Taris, and he soon began to court the Jedi Knight. And surprisingly, Ashea returned Azdaon's feelings, having become enchanted by the fascinating and determined young man she met on Voss, and shared many a good time together as they each waited outside the Mystics' sanctuary every day.

Over time, Azdaon began to realize that the teachings of the Sith were not entirely correct and all the propaganda that was spread regarding the Jedi as weak were mostly false. He slwoly began to understand that his ideals did not match that of the Sith, and he felt more aligned with the Light side of the Force that Ashea talked about. With these revelations, Azdaon began to see the universe differently, and thought about what it would be like to leave the Sith behind, and start anew, with Ashea. But, unable to build up enough courage, he decided to approach her and ask to join her on her voyages. Ashea, having grown fond of the 'down-on-his-luck-traveler' Azdaon agreed, and brought the Azdaon along with her, as she traveled to the planet of Tatooine, having been called on a mission to fight the forces of the Republic.

Azdaon grew worried, as the fighting on Tatooine brought forth various Sith, a few of whom Azdaon recognized from his time as a Sith. Still, he took a training saber with him, and stayed by Ashea's side, protecting the Jedi Knight. Every time, she admonished him for trying to protect her, yet he would always insist upon it. He was careful not to let his talents be noticed, but the battles kept growing harder and harder, and the opponents fiercer and fiercer. He would surreptitiously use the force to boost himself every now and then, if only to survive, but made sure that they lasted but a split second, nothing more. Ashea was none the wiser. Soon, Azdaon began to feel the growing pangs of guilt, and knew that sooner or later, he would have to use the force in earnest, and Ashea would find out. He was worried at what she might think, for if she learned of his abilities, he would have to explain his terrible past, and he couldn't bare to think of what might happen if Ashea knew he was once a Sith.

Ashea and Azdaon were sent out one day into the deserts of Tatooine to help to deliver a certain 'package' in a large ship, and to guard the ship. Little did Ashea know that the ship she had been assigned to protect was a piece of a Republic weapon, known as the Shock Drum. The transport contained the detonator chip, and Ashea was tasked with protecting it. In the middle of the transport job, trouble showed up in the form of two powerful Sith warriors, who arrived to destroy the detonator before it could be added to the Shock Drum and used against the Empire. Ashea resisted, and the Sith and the lone Jedi drew their light sabers. Battle ensued, and Azdaon moved to aid Ashea. But the Sith were powerful warriors, and used the Force with extreme prejudice. Ashea soon got weary and tired, and Azdaon struggled not to release his concentration and let his abilities be known. But when one Sith force Ashea down with a violent blast of Force, and the other gathered the energy to send a bolt of Lightning, Azdaon made the hard choice. He felt out to the force, and in a split second, found himself between the Sith and Ashea. The bolt of lightning was released, and the powerful surge of electric energy hurtled towards Azdaon. Azdaon inhaled, and as Ashea cried out in dismay, believing Azdaon would die for her, Azdaon held out his palms, and absorbed the bolts of electricity, channeling the force to catch the bolt of Force Lightning and nullify it. The Sith stood in shock, and with Azdaon's Force Stealth down, all recognized the power of the dark side that still clung to him, even after all this time, the aura about Azdaon remained grey, but the darkness was still there. Ashea lay prone, staring at Azdaon in shock, and the Sith half-rejoiced, until Azdaon threw one of the Sith off the ship and held the other against a wall with the Force till he passed out.

When he turned to help Ashea up, he found her holding her lightsaber before her, threatening to kill him, tears streaming down her face. Azdaon pleaded with her, and told her everything. She listened, and as she heard him say how he had changed, how he no longer felt like the sith, how he was trying to turn from the Dark Side, she lowered her blade, and accepted him. With a blessing of relief, Azdaon felt free. Ashea later talked to Azdaon about speaking to the Jedi Council about becoming a Jedi, to formally cast off his dark past. After some convincing, Azdaon finally conceded, knowing that he would be nearer to Ashea if he was a Jedi. Soon, he decided to work up the courage to tell her how he felt. He approached Ashea about it, and confessed his love to her. At first, she was shocked, and embarrassed. He could tell from her emotions and reaction that she felt the same way and deeply wanted to return Azdaon's love. But, she turned him down, saying that the Jedi needed to be free of emotional attachments, and that romance was forbidden of the Jedi. Broken hearted, Azdaon sulked as Ashea placed a kiss on his cheeks, and went off alone on a mission.

Azdaon never heard from Ashea again. While Azdaon sulked, dejected, on Ashea's ship, Ashea was fighting the Empire, when the Shock Drum blew up. Ashea was close to the site of the Drum, and wasn't quick enough to get out of the blast. She perished there, burning in the pyre of the explosion, and the death sent a spike through the heart of Azdaon, as he sensed her feelings as she died, and bore the brunt of all that loss on his shoulders. Azdaon learned that the Shock Drum had been commissioned by the Galactic Republic, to be used as a massive bomb, which would have wiped out many innocent lives of people on Imperial worlds. Shocked by the horrors of the Shock Drum and the loss of Ashea, Azdaon took to the stars once more, traveling in Ashea's star ship. He never forgot her teachings, and slowly began to form his own code of living. He would not be like the Jedi in their abandonment of emotion. But he would not be cruel as the Sith. He combined the best of both teachings, and began his own journey. Ashea had taught him to help the helpless, and help them he would.
Old Build - Defunct wrote:Abilities: 24
STR 0/2
STA 1/3
AGL 3/4
DEX 3/4
FGT 0/2

Skills: 16
Acrobatics 4 (+7/8)
Athletics 4 (+4/6)
Close Combat: Force-User Weapons* 8 (+8/10)
Deception 0 (+0/2)
Expertise: The Force 13 (+15)
Expertise: Sith 3 (+5)
Insight 6 (+9)
Investigation 4 (+6)
Perception 6 (+9)
Persuasion 7 (+7/9)
Vehicles 1 (+4/5)
*refers to weapons used by Force Users (ie. lightsabers, lightstaves, shotos)

Advantages: 10
Benefit 2 (Cipher 1, Wealth)
Defensive Roll 2
Equipment 2
Force Sensitive*
Improved Initiative
Languages 1 (Basic: natural; Huttese: free; Binary, Sith)
Uncanny Dodge
*house feat. required for Force powers.

Powers: 55
Force Boost 14p
-Enhanced Abilities 8 (Strength 2, Stamina 2, Agility 1, Dexterity 1, Fighting 2) [drawbacks: Check Required Activation 3 (Expertise: The Force)]
-Leaping 3 [drawbacks: Check Required 3 (Expertise: the Force)]
--AE: Speed 3
Force-Sensitivity 4p
-Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge)
-Senses 1 (Force Awareness)
Lightsaber 6p
-Str Based Damage 4 [extras: Penetrating; flaws: Easily Removable; feats: Improved Critical 2]
The FORCE (24p array) 29p
-Deflection: Deflect 10 [extras: Reflect, Redirect; flaw: Reduced Range (Close); feats: Accurate (4); drawbacks: Quirk 2 (Requires a lightsaber)] Enhanced Advantages 2 (Defensive Attack, Improved Defense)
--AE: Force Rebuke: Nullify 8 (The Force) [extras: Broad(all Force powers), Range(Perception)]
--AE: Sense The Force:
----Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]) Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force) [extras: Sustained]
----Force Sight: Senses 9 (Accurate, Acute, Concealment Penetrating, Radius and Ranged Mental Sense) [extras: Sustained]
----Farseeing: Senses 4 (Farseeing)
----Force Listening: Senses 2 (Acute, Extended Hearing) Linked: Enhanced Skills 2 (Perception +8)
--AE: Not All Is As It Seems:
----Mind Trick: Affliction 8 (Will resists; Entranced, Compelled) [extras: Perception(2); flaws: Limited (two Degrees); feats: Subtle; drawbacks: Check Required 1 (Expertise: The Force)]
----Force Cloak: Concealment 8 (All Visual, Auditory and Olfactory Senses) [flaws: Check Required (Expertise: The Force), Passive]
----Force Stealth: Concealment 1 (The Force) [drawbacks: Check Required 3 (Expertise: The Force)]
--AE: Telekinesis: Move Object 8 [extras: Perception] Enhanced Advantages 2 (Precise, Chokehold) [flaw: Check Required (Expertise: The Force)]
Mastery of the Force 1p
-Variable 1 (descriptor: The Force) [extras: Action 2; drawbacks: Check required 8 (Expertise: Force)]

Utility Belt (Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather) 6ep
AE: Vehicle (8ep) [Quirk: Drops Defensive Roll 1] 2ep
Robes (Immunity 2 (heat, cold) [partial] Protection 1) 2ep

Vehicle: Modded Speederbike
Size: Medium (+0 Handling Modifier)
Strength: 1
Defense: 10
Toughness: 8
Powers: Turbo-Charged Hovercraft: Flight 8 [Limited: Flight Ceiling (500 ft)]

Defenses: 15
Toughness 3/5/6
Dodge 8/9 (5p)
Parry 8/10 (8p)
Fortitude 1/4
Will 5 (2p)

Unarmed: +4/6, close damage 0/2
Lightsaber: +8/10, close damage 4/6
Deflected Attacks: +8 +?, ? damage (varies)
Initiative 7/8

Abilities 24 + Skills 16 + Advantages 10 + Powers 55 + Defenses 15 = 120 PP
Last edited by kenmadragon on Mon Apr 28, 2014 7:52 pm, edited 3 times in total.

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by Bombaatu » Tue Jan 01, 2013 5:27 pm

GZ-M0 - "Gizmo"


GZ-M0 - "Gizmo" - PL 8

Strength 0, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect 5, Awareness 2, Presence -1

Benefit: Ubiquitous, Data miner, Diehard, Eidetic Memory, Equipment 1, Improved Defense, Vehicle based on INT

Deception 1 (+0), Expertise: Navigation 5 (+10), Investigation 3 (+8), Perception 8 (+10), Stealth 6 (+10), Technology 10 (+15)

Compact Chassis: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent)
Droid: Immunity 40 (Custom: Telepathic Effects 5, Emotion Effects, Fortitude Effects)
Duralloy Construction: Protection 10 (+10 Toughness)
Integrated Tools: Feature 1
Linguistic Processor: Comprehend 2 (Languages - Read All, Languages - Understand All)
Piloting Interface: Enhanced Trait 3 (Traits: Vehicles (INT-based) +8 (+13), Advantages: Vehicle based on INT; Custom: Only vehicles with a computer interface)
Senses: Senses 6 (Direction Sense, Distance Sense, Rapid: Computer Interface 3, Time Sense)
Storage Compartment: Feature 1
Terminal Interface: Feature 1
Utility Implements
. . Arc Welder: Damage 4 (electricity, DC 19; Accurate 5: +10, Reach (melee): 5 ft.)
. . Cutting Torch: Weaken 7 (heat, Affects: Toughness, Resisted by: Fortitude, DC 17; Accurate 4: +8, Affects Objects Only, Increased Duration: concentration; Limited: Maximum reduction 1 toughness/round)
. . Fire Extinguisher: Cone Area Nullify 6 (Counters: Fire, DC 16; Cone Area: 60 feet cone)
. . Oil Slick: Cone Area Affliction 4 (1st degree: Vulnerable, 2nd degree: Prone, DC 14; Alternate Resistance (Dodge), Cone Area: 60 feet cone, Increased Duration 2: sustained; Limited Degree)

Commlink, Flashlight, Parabolic Microphone, Video Camera

Initiative +0
Arc Welder: Damage 4, +10 (DC 19)
Cutting Torch: Weaken 7, +8 (DC Fort 17)
Fire Extinguisher: Cone Area Nullify 6 (DC Will 16)
Grab, +0 (DC Spec 10)
Oil Slick: Cone Area Affliction 4 (DC Dog/Fort/Will 14)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Disability: Only speaks Binary
Prejudice: Droids are the 'second-class citizens' of the galaxy
Tracked Locomotion: Can't climb ladders
Weakness: Resistance is -5 vs electricial attacks.


Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will 7

Power Points
Abilities 4 + Powers 88 + Advantages 6 + Skills 9 (33 ranks) + Defenses 13 = 120
Last edited by Bombaatu on Fri Jan 11, 2013 2:37 pm, edited 2 times in total.

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by Nineofspades » Wed Jan 02, 2013 6:29 pm

Character Name: Tara Jax

Occupation: Spy, Thief, Part Time Assassin
Affiliations: Bothan Spy Network

Age: 26
Gender: Female
Eyes: Black
Hair: Black


History: Seems a lifetime ago, when, Coruscant fell to the Sith empire. The hammer blow which brought the war to an end, and the cold and tense peace between the Empire and the Republic. Tara was born before the fall, but even then, the war had been rough, when the heart of the republic was still broken and limping, still repairing the damage. Lot of broken homes, lot of orphan kids, and more than anything else, lot of people who'd lost everything. Tara grew up in the burnt out ruins of the city, in the refugee camps that had been recommissioned as 'temporary housing. They were slums. Dirty, nasty slums where people were shoved until the city was rebuilt. Tara was alone, having been barely a newborn when the Sith invaded, her parents either lost or dead. You survive under those conditions by doing what you have to. Doesn't matter if your a kid or a grown man, when hunger gnaws at your belly and the aid workers say there isn't enough food to go around, you do what you have to.

Tara started out as a thief, picking pockets and snatching valuables to pawn off for a few credits. She started out very small time, but like most things, if you work at thieving, you get better at it. When she was still young and stupid, she'd just hawk whatever she got her mitts on. But then she got a bit more clever about it. She'd take the time to really look through what she grabbed. Amazing the kind of things you can find about a person by rooting through their pockets. Data files were especially plentiful. You'd hardly see them in the slums, but take a venture the the upper layers, where those with means made their living, riding on their money through the reconstruction, then you could get your hands on plenty of personal files and data stores. Most of it junk, just dribble, but Tara kept her eyes and ears open, and would sometimes come across something juicy. Secrets people didn't want to let out. You know how much bread and water you can buy with blackmail? More than a young year old girl can eat in a week, Tara will confirm that much.

Spotting the transition from thief to spy is a bit harder to come by. As she grew, Tara started working more overattentive to seek out targets that could net her a pretty penny if sold to the right folks. Corporate files were always a very nice piggy bank just waiting to be plucked. She got friends to, other people like her who enjoyed digging around in other peoples possessions. She traded tips and tricks with her colleges, helping them with their jobs and getting helped in exchange. That was what finally got her off world, just talking to people in her line of work. She took to traveling the republic, and even had the guts to stray off into Empire controlled systems. She went where work was, having turned her means of survival into a profession.

She eventually found herself in contact with the big leagues in the Bothan Spy network. If Tara dabbled in information broking, the Bothans gorged themselves on it. Eyes and ears in every nook and cranny, whispering what they heard to eager listeners. For a price, of course. The greatest gossip web in the galaxy. Calling her a welcome addition was a stretch. While non-Bothan spy were welcomed for the diversity they brought, they were never really trusted. That's the thing about spies, nobody trusts anybody. So saying she was welcome isn't the right term. Rather, she and the bothans developed a system of mutual blackmail, extortion and manipulation which to a layman might be akin to a working friendship. Nothing close, but they got along.

Now stealing information and snatching valuables is one thing, but murder is another. Tara had never killed anybody in her work, and never had any intention of changing that. But she took a job tailing some high and mighty Imperial blowhard. You think you've seen the darkest parts of the galexy, think you've felt the cold of deep space. When you've peeled through the ultra-classified documents of the Sith empire, and seen the kinds of things that go on when nobody is watching, then you really understand the true pitch black and ice cold hearts that some men possess. That some people are just plain evil.

Nice thing though is, evil or not, they still drop dead if you stab them in the neck.

So that is how Tara took to the Assassin buissines, though never on a professional degree. She wasn't out to be a contract killer. All her hits were purely freelance, though sometimes done at the behest of another, if they had a good enough reason.

Scum of the Galaxy needed to be kept in check after all.

Enemies of the past: In her line of work, Tara has made just as many enemies as she had friends. People who she's betrayed, people who she's stolen from, and people who's secrets she's exposed. Most don't have the means to track her down and exact any vengence on her, but some do, and they'll more likey then not find her sooner or later.

Damn 'Chlories: Having seen the ravages left in the wake of the Sith and Jedi's war, Tara has no fondness for any force user. Certainly she doesn't hate the Jedi, and gets they are trying to help, but in her heart, they are at least partially responsible for Coruscant's near collapse, and she can be quite bitter

Liar Liar: Nobody in their right mind completely trusts a spy. Tara is always viewed with suspicion by those who know of her and her work, since its seldom certain where her loyalties really lie.

Greedy Bastard: End of the day, Tara works for the people who pay her. She's got her morals, sure, but she's also a professional, and being a professional means following through on your contract.

What killed the cat?: Just as much as Tara works for pay, she also has a strong, natrual curiosity, and digs around in places she probably shouldn't be digging in.

Abilities: 4+4+6+6+4+8+6+8 = 46PP
Strength: 2
Stamina: 2
Agility: 3
Dexterity: 3
Fighting: 2
Intelligence: 4
Awareness: 3
Presence: 4

Initiative: +4
Attack: +2 Melee, +4 Ranged, +4 knife

Defenses: 7+4+8+5=24PP
Dodge: +10 (+3 Agl, +7)
Fortitude: +6 (+2 Sta, +4)
Parry: +10 (+2 Fig, +8)
Toughness: +6 (+2 Sta, +4)
Will: +8 (+3 Awe, +5)

Skills: 20PP
Acrobatics 10 (+13)
Deception 14 (+18/+23)
Close Combat (Knife) 2 (+4)
Expertise (Criminal Underworld) 4 (+8)
Insight 4 (+7)
Investigation 7 (+11)
Perception 6 (+9)
Persuasion 6 (+8/13)
Slight of Hand 10 (+13)
Stealth 15 (+18/+23)
Technology 2 (+4/+12)

Feats: 13PP
Attractive 2
Benefit (Cipher 2)
Move By action
Equipment 3
Second Chance (stealth)
Hide In plain Sight
Skill Mastery (Stealth)

Equipment 15EP wrote: Combat Knife (Strength Based Damage 2, Subtle)[3pp]
Grapple Spike Shooter (Movement (Swinging), Speed 2 (Limited to swinging))[3pp]
Video Recorder [1ep]
Concealable Microphone [1ep]
Cutting Torch (Weaken toughness 4 (Objects only, Full Round Action)[2ep]
Adaptive Camo Clothing (+5 stealth in appropriate environment)
Base Setting (Urban)[1ep]
AE: Camo Clothing (Forest)[1ep]
AE: Camo Clothing (Arctic)[1ep]
AE: Camo Clothing (Desert)[1ep]
AE: Camo Clothing (Mountain)[1ep]

Powers: 4+3+10+2 = 19PP

Armored Suit (5PP Container Flaws: Hard-To-Lose ) [4PP] (Protective clothing)

Padded Armor ( Protection 4 Feats:Subtle) [5PP] (Built in armor)
Ghost Key (5PP Container Flaws: Easy-To-Lose ) [3PP] (Wrist Mounted Infiltration Device)

Unlock and bypass ( Enhanced Skill(Technology) 8 Flaws: Limited To Security (-1)) [1PP] (Electronic Lock pick and decryption software)

Sub processor (Quickness 16 Flaws:Limited (Only On Technology Checks)(-2), Limited (Only For Security)(-1)) [4PP] (High Speed System Processors)

Underhanded Fighting( 8pp array Feats: Alternate effect 2) [10PP] (Never Fight fair)
  • Base Power:Ambush! (Damage 8 Linked to Melee Attack Flaws: Limited (Sneak attacks only)(-1) Feats:Improved Critical 4) [8PP] (Hit them hard when they can’t see it coming)
  • Alternate Power: Staggering Strike (Affliction 8 (Vulnerable and Dazed/Defenseless and Stunned) Linked To Melee Attack Extras: Extra Condition (+1) Flaws: Limited Degree (-1), Limited (Sneak Attacks) Feats: Improved Critical 4) [8PP] (Hit a soft spot and leave them hurting)
  • Alternate Power: Make Them Bleed (Weaken Stamina 8 Linked To Melee Attack Flaws: Limited (Sneak Attacks) Feats: Improved Critical 4) [8PP] (Cut deep and let them bleed)

Two Steps Ahead of the Game ( Enhanced Luck 4 Flaws: Limited to Scene Edits) [2PP] (Never Fight fair)

Totals: Abilities (46) + Defense (24) + Skills (20) + Advantages (13) + Powers (19)= 122 Power Points
Last edited by Nineofspades on Fri May 24, 2013 12:52 pm, edited 1 time in total.

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by Belial666 » Thu Jan 03, 2013 1:24 pm

OK, we're all here. I'm so excited. :D

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by catsi563 » Thu Jan 03, 2013 1:32 pm

All right everyones present and accounted for . Make sure to review the front page from time to time for rules changes or updates and we should be solid.

Curtains open and lights dim.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by catsi563 » Thu Jan 03, 2013 1:59 pm

The IC thread is up hold off a moment on posting I need to pm some information to some of you then ill sett the stage
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by bi0philia » Thu Jan 03, 2013 2:05 pm

had the music going while reading the intro text and i'm stoked!

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by kenmadragon » Thu Jan 03, 2013 3:05 pm

That was awesome. Now we just need the intro post...and then the magic (err..and then The Force) happens!

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Re: Star Wars: The Old Republic OOC and Rolecall

Post by Bombaatu » Thu Jan 03, 2013 6:53 pm

If anyone's interested, I've made a video of the crawl. I had to edit the text some to get the fade to match the music - hope you don't mind too much, catsi... ;)

crawl video