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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Star Wars: Dark Masques
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Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Star Wars: Dark Masques

This is the Q&A thread for the new Star Wars game I'm starting. Recruiting is finished and we won't be accepting more players. This is also the "go-to" thread for most in-game info, such as NPC names, visited planets and charactersheets.

Character Background and Description All characters have a look and a story. I'm not asking for anything long (preferably something as short as three or four paragraphs). In the backstory, try to fit in where your character's been, how he/she got here, and what his/her ultimate goals are. This doesn't have to be longer than three paragraphs.
For Jedi players: All Jedi have, or at least had, a master who tought them all things Force. All Jedi players need to mention their Jedi master by name and whether he is/was a Jedi Knight (Obi-Wan Kenobi in Episode II) or Jedi Master (Yoda in general).

New Feat - Apprentice Prerequisites: Character level 6, Intelligence 13
Benefits: With this feat you can create your own apprentice. The apprentice is loyal to you and under your control.
The apprentice starts with as many levels as half your character levels (rounded down). His class levels may be from any class (although levels from the same class as the master are most common) and he gets all the class' benefits as a character at this level, including talents and feats. An apprentice never has Destiny or destiny points.
The apprentice advances in level for every two levels your character advances; an apprentice never earns XP. An apprentice starts with half as many credits as your character does or as many as is fitting for his level, whichever is lower.
If the apprentice should die, your character will suffer from the loss. A character loses as much XP as the apprentice's level x500. If this XP loss should result in the character losing a level, the character instead drops down to the bare minimum ammount of XP for his current level and at least half of every XP reward the character gets must be used to pay for the rest of the XP loss. An apprentice is replaced in the following adventure using the same rules as above.
Notes: This feat is based on the Personal Lieutenant feat from Spycraft 2.0 and is not fully tested. Characters who take this feat should be warned that I may make changes if appropriate (but only minor ones, mind you).

Q&A guide to information Post 1: Introduction, Character Backstory and Description, New Feat
Post 2: PC and NPC overviews and Worlds of Interest
Posts 3-6: Charactersheets


Posted on 2009-02-13 at 10:56:54.
Edited on 2009-02-19 at 16:45:04 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


PC and NPC Overviews and Worlds of Interest

Milix Cardass - A Khil embassador working for the Republic. His current mission was to get secret information about the Order of the Three from Malachor V but his visit was cut short due to Mandalorian invasion. He is currently en rout to Telerath to give said information to Jedi Master Rial Moti.


Posted on 2009-02-13 at 10:57:32.
Edited on 2009-03-28 at 11:47:01 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Kate

Player: Reralae
Medium Droid (fourth degree) Soldier 3/Scoundrel 7
Force Points: -
Destiny Points: 1
Init +13; Senses: Low-light vision, darkvision, Perception +12
Languages: Basic, Binary, Bocce, Cerean, High Galactic
Defences: Ref 25 (flat-footed 22), Fort 24, Will 21
hp 65; Threshold 10
Speed: 6 squares walking, 12 squares flying

Melee
Vibrodagger +11 (2d4+9 slashing or piercing)
OR Vibroblade +11 (2d6+9 slashing or piercing)
OR 2x Vibrodagger +9 (2d4+9 slashing or piercing)
OR 2x Vibroblade +9 (2d6+9 slashing or piercing)

Ranged +10
Blaster Pistol +11 (3d6 energy or 2d6 stun)
OR 2x Blaster Pistol +9 (3d6 energy or 2d6 stun)

Base Atk +8; Grp +10

Abilities: Str 14, Dex 16, Con -, Int 16, Wis 10, Cha 10
Talents: Devastating Attack (Advanced Melee Weapons), Weapon Specialization (Advanced Melee Weapons), Knack, Gimmick, Master Slicer, Trace
Feats:
Armour Proficiency (Light, Medium)
Weapons Proficiency (Pistols, Simple Weapons, Advanced Melee Weapons)
Weapon Focus (Advanced Melee Weapons)
Point Blank Shot
Precise Shot
Dual Weapon Mastery I
Dual Weapon Mastery II
Skill Training (Endurance)
Melee Defence

Skills:
Computer Use (Int) 13
Endurance (Con) 10
Initiative (Dex) 13
Mechanics (Int) 13
Perception (Wis) 12
Pilot (Dex) 13
Treat Injury (Wis) 10

Systems: Walking locomotion, flying locomotion (exclusive), 6 arms, shield generator (SR 15), integrated comlink, heuristic processor, improved sensors, darkvision sensors, vocabulator, locked access, internal storage (10kg max), magnetic feet, backup battery, holoprojector (facial), holorecorder

Integrated within the palms of her arms (separate ones for each):
-Holoprojector (a second one)
-Computer interface probe
-vibrodagger (two, on separate arms, with energy cells)
-blaster pistol (two, on separate arms, with power packs)

Possessions:
Within Internal Storage:
-Vibroblade x4 (with energy cells)
-Credit chip
-Power recharger
-Power pack x2
-Energy cell x8
-Talent pack x5 (Gimmick, Master Slicer, Knack, Trace, and Gambler)
-Vibroblade license
-Shield generator license
-Blaster pistol license
-Locked access license
On belt:
-Vibroblade x2 (with energy cells)
-Medpac x2
-Tool kit

Credits: 37

Loot:
1x fieldkits with medpacs
2x maces (1d8 )
2x blaster rifles (3d8 ) (2 on each droid)
1x 1 liter bottles of water

XP: 48,290 > 55,000


Posted on 2009-02-13 at 10:58:00.
Edited on 2009-05-31 at 21:23:57 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Arruna'dira

Player: Loki
Medium Twi`lek Scoundrel 7, Ace Pilot 3
Force Points: 11
Init +10; Senses: Low-light vision, Perception +2
Languages: Basic, Ryl
Defences: Ref 31 (flat-footed 27), Fort 27, Will 23
hp 85; Threshold 14
Speed: 6 squares
Ranged +12
Improved Blaster Pistol +13 (3d6+5 energy or 2d6+5 stun)
Base Atk +7; Grp +7
Abilities: Str 13, Dex 20, Con 14, Int 16, Wis 15, Cha 21
SQ: Deceptive, Great Fortitude, Vehicle Dodge +1
Talents: Gambler, Fortune's Favour, Knack, Lucky Shot, Full Throttle, Keep it Together
Feats: Point Blank Shot, Weapons Proficiency (Pistols, Simple Weapons), Tech Specialist Modifications (Improved Vehicle Speed, Improved Weapon Accuracy, Mastercraft Device), Vehicular Combat, Precise Shot, Skill Focus (Pilot, Mechanics)
Skills: Deception (Cha) 15
Initiative (Dex) 15 ACP Applies
Knowledge (Bureacracy) (Int) 13
Mechanics (Int) 18
Persuasion (Cha) 15
Pilot (Dex) 20
Computer Use (Int) 13
Possessions: Flight Suit (Encrypted Short-Range Comlinks built into helmets), Improved Blaster Pistol (Improved Accuracy, Mastercraft Scope), Improved Y-Shaped Urban Patrol Speeder Bike (Improved Speed), Y-Shaped Urban Patrol Speeder Bike Starter Chip, Restricted Pistol License, Restricted Vehicle Lisence, Pocket Scrambler, Vox-Box, Credit Chip, Datapad, 10 Datacards, Mastercraft Electorbinoculars, Audiorecorder, Flight Suit, All-Temperature Cloak, 3 Meter Chain, Field Kit (2x Condensing Canteen + Water Purifier, Sunshield, 7 Days food, fusion lantern, Breath Mask, 12 Atmosphere canisters, 12 filters), Utility Belt (Medipac, 2x power pack, glow rod, liquid cabel dispenser + grappling spike, mastercraft tool kit, mastercraft security kit), Power Recharger, Hip Holster, Datacard (30)
Credits: 1,005

Loot:
4x heavy blaster pistols (3d8 damage)
2x frag grenades (4d6)
1x ion grenade (4d6 ion)

Modified Y-Shaped Urban Patrol Speeder Large Ground Vehicle (Speeder)
Init +9; Senses Perception +8
Defenses Ref 27 (flat-footed 19), Fort 15; +0 Armour
hp 56; DR 5; SR 0; Threshold 20
Speed 15 squares (max. velocity 750 km/h)
Ranged laser cannon +10 (+gunner's BAB) (4d8+3)
Fighting space 1 square; cover total
Base Atk +7; Grp +20
Abilities Str 21, Dex 24, Con -,Int 16
Skills Inititive +9, Mechanics +18, Perception +2, Pilot +?(more then 23), Use Computer +13
Crew 1; Passengers 0
Cargo 1 kg, Consumables -
Avalibility Licensed; Current Market Value 12,000

XP: 48,280 > 55,000


Posted on 2009-02-13 at 10:58:22.
Edited on 2009-05-31 at 21:24:03 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Dr. Awvoor Umwow

Player: Admiral
"The Ecologist"
Ithorian
Noble 10
Height 2.0m
Weight 90kg
Age: 35

Str: 7 (-2)
Dex: 16 (+3)
Con: 12 (+1)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 16 (+3)

HP: 57
F: 21
R: 24
W: 27

FP: 10
DP: 1

Ranged:
+12
(Heavy Blaster Pistol: 3d8+5, 2d8+5 stun)

Racial Abilities
Bellow
Iron Will +2
Survival Instinct
Expert Life Science

Trained Skills
Deception +13
Gather Information +13
Initiative +13
Knowledge: Life Sciences +18
Perception +13
Persuasion +18
Ride +13
Treat Injury +13
Use Computer +13
Use The Force +13

Talents:
Wealth
Connections
Educated
Spontanious Skill
Presence

Bonus Feats:
Linguist
Simple Weapons
Pistols
Skill Focus: Knowledge Life Science
Cybernetic Surgery
Surgical Expertise
Rifles
Skill Focus: Persuasion
Skill Training: Use The Force

Feats:
Force Sensitive
Point Blank Shot
Precise Shot
Apprentice

Languages:
Basic
Binary
Bocce
High Galactic
Huttese
Ithorese
Rodese
Ryl
Shyriiwook

Credits:
37750

Equipment:
Corellian YT-1300 Transport (100000)
License (5000)
Bacta Tank (100000)
Bacta 30L (30000)
Heavy Blaster Rifle (2000)
Bowcaster (1500)
Vibro-Ax (500)
Force Pike (500)
Hold Out Blaster Pistol (300)
Ion Pistol (250)
Heavy Blaster Pistol (750)
Blaster Rifle x2 (2000)
Thermal Detonator x5 (10000)
Explosive Charge x2 (3000)
Datapad (1000)
Vox-Box (200)
Long Commlink x2 (800)
Pocket Scrambler (250)
Electrobinoculars (1000)
Sensor Pack (1500)
Flight Suit x2 (2000)
Space Suit (2000)
Medical Kit x2 (1200)
Medpac x10 (1000)
Surgery Kit x2 (2000)
Code Cylinder (500)
Credit Chip x5 (500)
Holorecorder (100)
All Temperature Cloak (100)
Field Kit (1000)
Jet Pack x2 (600)
Security Kit (750)
Took Kit (250)
Utility Belt (500)
Power Pack x4 (100)
Power Recharger (100)
Power Generator (750)
Concealed Holster x2 (100)
Aquata Breather x2 (700)
Breath Mask x2 (450)
Binder Cuffs
Chain
Liquid Cable Dispenser
Synthrope
Datacard x10
Energy Cell x10
Mesh Tape
Fire Extinguisher
Glow Rod
Fusion Lantern
Stun Baton
Knife

Loot:
2x blaster rifles
2x maces
1x 1 liter bottle of water

Corellian YT-1300 Transport Colossal space transport
Init -5; Senses Perception +5
Defenses Refl 12 (flat-footed 12), Fort 26; +12 armor
hp 120; DR 15; Threshold 76
Speed: fly 12 squares (max velocity 800 km/h), fly 2 squares (starship scale)
Ranged laser cannon +2 (+gunner's BAB) (4d10x2)
Fighting space 12x12 or 1 square (starship scale); Cover total
Base Atk +0; Grp +36
Abilities Str 42, Dex 10, Con -, Int 14
Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5
Crew 2 (normal); Passangers 6
Cargo 100 tons; Consumables 2 months; Carried Craft none
Hyperdrive x2 (backup x12), nav computer
Availability licensed; Cost 100,000 (25,000 used)

XP: 48,070 > 55,000


Posted on 2009-02-13 at 10:58:39.
Edited on 2009-05-31 at 21:24:11 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Benjamin Shevik

Player: Ayrn

Class Build: Jedi 7 / Jedi Knight 3

Race: Human
Gender: Male
Age: 27
Height: 1.8 m
Weight: 80 kg
Hair: Blonde
Eyes: Blue
Complexion: Tanned

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Senses: Perception +13
Initiative: +14
Speed: 6 sqs

Hit Points: 108
Damage Threshold: 25

Defenses: Reflexes 27, Fortitude 25, Willpower 27
Defense Options: Block, Deflect, Redirect Shot, Shii-cho

Base Attack: +10
Grapple: +11

Melee: Lightsaber (single) +16 [2d8+7 dmg] or
Melee: Lightsaber (double) +14 [2d8+7 / 2d8+7 dmg]

Ranged: By weapon +14 (by weapon +5)

Attack Options: Dual Weapon Mastery

Force Powers Known: Battle Strike, Farseeing, Force Slam, Move Object, Rebuke

Destiny Points: 1
Force Points: 14
Dark Side Points: 0

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Abilities Str 12, Dex 18, Con 14, Int 14, Wis 18, Cha 14

Talents: Battle Meditation, Block, Improved Battle Meditation, Reflect, Redirect Shot, Shii-cho

Feats: Dual Weapon Mastery I, Dual Weapon Mastery II, Force Boon, Force Sensitivity, Force Training, Quick Draw, Skill Focus [Use the Force], Weapon Finesse, Weapon Focus [Lightsabers], Weapon Proficiency [Lightsabers], Weapon Proficiency [SimpleWeapons]

Skills: Acrobatics +14, Initiative +14, Knowledge [Galactic Lore] +12, Perception +13, Use the Force +18

Languages: Basic, High Galactic, Huttese

Possessions: Double Lightsaber [self-built] (3000 cr), Jedi robes (-- cr), Utility Belt (500 cr) [w/ rations, liquid cable dispenser, grapple hook, glow rods, energy cells, medpac], Encrypted Miniature Long-range Comlink (5000 cr), All-temperature Cloak (100 cr), Binder Cuffs x2 (100 cr)

Credits: 300 cd

XP: 48,230 > 55,000


Posted on 2009-02-13 at 10:58:59.
Edited on 2009-06-07 at 22:33:54 by Skari-dono

Loki
TRSG 2.0
Karma: 113/94
1606 Posts


Location

Might I ask where the starting location is so that it can be worked into our characters' histories?

This is quite important to me as my character is very much rooted on only one planet, a planet with land mass would just be a bonus as I'm not too keen on Kamino or Bespin.


Posted on 2009-02-14 at 19:34:58.
Edited on 2009-02-14 at 19:35:31 by Loki

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


hmm

I figured we would start where you'll be arriving to the first part of the mission (it will all be explained in the intro post). You will probably be coming from Coruscant (sp?) but you can be from any part of the space (from which you somehow came to work for the Republic).

If you don't want to be a "Republican" then we can work something out to get you into the game.


Posted on 2009-02-14 at 20:17:28.

Admiral
I'm doing SCIENCE!
RDI Staff
Karma: 164/50
1836 Posts


Jedi

I am looking at a Jedi or a Noble. Haven't quite decided which. Probably the Jedi


Posted on 2009-02-14 at 22:16:44.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Well

During the period that is described in Knights of the Old Republic, Jedi were recruited more liberally than during the period we see in the Star Wars movies. Even late teens could be recruited into their ranks. Or that's the idea I get from reading the KotOR source book.

I'm basically saying that it won't be that out of place if you decide to play a character that has levels in both Noble and Jedi.


Posted on 2009-02-14 at 22:24:10.

Admiral
I'm doing SCIENCE!
RDI Staff
Karma: 164/50
1836 Posts


well

I would either like to do a Noble/Officer or a Jedi/Knight. I suppose I'll base my decision on what Reralae decides.


Posted on 2009-02-15 at 00:47:08.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Well then

I think I'll stick with Kate, since I've kind of remade her based on her personality, rather than a droid type...

She's now a prior bodyguard droid, who is sort of a mercenary. She also gambles sometimes... key features include a holographic face (which she uses to emulate facial features), and six arms, although she generally only leaves two in visible sight, having the other four held close to her body underneath her robe. This multi-armed aspect isn't based on Grievous; I just suddenly got the mental picture for it and built her character that way, and they're distinctly separate arms, rather than ones that merge into two arms anyway.

On another note... Loki, it looks like you made a mistake on your sheet... your defences are 10 + your character level + modifiers, so they should all be at least 20...


Posted on 2009-02-15 at 06:24:24.
Edited on 2009-02-15 at 06:51:58 by Reralae

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


One more?

I'll play the Jedi, if you like... on two conditions

1) Skari, you're willing to add a fourth player.
2) Addy, you'd prefer to play the noble/officer.

If either of these are no the case, then nevermind...

To be honest, I had been thinking of throwing my hat in as either an astromech or wookiee tech specialist. I figured the Jedi would be gobbled up fast as lightning.

As an aside, having perused the Saga Handbook, I really like the changes. The streamlined it well, plus balanced out the classes a bit better. Jedi isn't crazy crazy super anyway... just super

So, yeah. Just thought I'd put that in. Not trying to cause a stir or anything.



EDIT: Just because text-only communication doesn't relay emotions very well... I just want to be clear that there's no bad feelings if you say no, Skari. I know the recruitment is full and done and am completely cool with just lurking. 'kay? Cool!


Posted on 2009-02-15 at 06:51:44.
Edited on 2009-02-15 at 08:20:24 by Ayrn

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


double hmm...

Admiral: Don't pick between the two based on what somebody else decides to play. If you want to play a Jedi/Knight, you can play one even if there is another one in the group. If you want to play a Officer/Noble, you don't need a Jedi to tell you that.
Like I said in the recruiting thread, there will be a Jedi in the group to get you started, even if said Jedi is NPC.

Reralae: I like your idea, up to a certain point. Holographic face to project emotions? I can't think of a reason why a combat droid would have such a feature. A communication droid or a diplomatic droid, maybe, but not a combat droid. And have you seen the holographs in Star Wars? Blue and static for the most part, and that was in the movies that take place long, long, LONG after Old Republic storylines. That's what your face would look like: Blue and static. I would also call it an accassory and prize it, calling it something like "emotion simulator" or something like it. You can't give a droid holographic feature without pricing it.
And the reason for having six arms? First of all, you can't do more than two attacks per full round action, or at least there's no way I know of. That pretty much beats the reason for giving a combat droid six arms. Even if you have two handed weapons with each pair, you can still only use two out of three. Kinda pointless in having six, although I see nothing wrong with only four. Just consider it.
I'd also like you to consider who your owner is, even if that owner is yourself. But if you're a bodyguard droid, you might want to consider being owned by either Admiral's Officer/Noble (with his permission of course) or some NPC character. If you want to stick to the mercenary calling, that's fine by me as well. Just want you to consider the possibilities.

Ayrn: I'll be waiting for my bribe then
If Admiral wants to play an Officer/Noble you are welcome to join in with a Jedi. I admit I have a soft spot for being asked nicely. I will still need a posting example from you, and I'd prefer if you tried to sneak into the game through the recruiting thread from now on


Posted on 2009-02-15 at 11:51:23.
Edited on 2009-02-15 at 11:52:01 by Skari-dono

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Well, there's more to it than that....

My idea for her concept has her originally designed to be kind of an ornate bodyguard droid, likely to one of the Senators, or possibly a leader (or higher rank) in an illicit group. However, that person wanted to have more of a friend than a bodyguard, and held kind of an innate distrust of organic ones (due to their position), hence their specifications for Kate's development to actually have a face.

It's not out of the question either for a holographic face; there's a droid in one of the newer games that projects a hologram over their body to take on the appearance of various individuals. I would think having the hologram just go over a blank face base, programmed with a whole 'video' of a person's face displaying various emotions to which it'd be easy to change the location of the playback to play a different emotion, is not too large of a problem.

Also, don't worry... there is more than an aesthetic reason for her having six arms, and it's not to try to get more than x number of attacks in a round.


Posted on 2009-02-15 at 16:28:35.

   
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