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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> SW: Dawn of Defiance Q/A
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Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


SW: Dawn of Defiance Q/A

STAR WARS: DAWN OF DEFIANCE
Episode 1 – The Traitor’s Gambit

It is a dark time in the galaxy. The evil Galactic Empire has spread from the Deep Core to the Outer Rim, and everywhere the Empire’s tyranny can be felt.

Fleeing from the oppression of the Emperor’s minions, agents of Senator Bail Organa have run to a remote space station above Brentaal. Known to be a vocal opponent of the Empire, Organa may be the last hope of freedom in the galaxy.

In the hopes of stopping these dissidents before they can reach the Senator, the Empire has alerted its forces on Sel Zonn Station, where the struggle for liberty rages on, and the first sparks of rebellion have begun to burn…


Posted on 2009-05-07 at 02:15:00.
Edited on 2009-05-08 at 08:37:52 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


A Reminder of the "Rules"

GAMING RULES FOR DAWN OF DEFIANCE
Please read through the following rules before apply for this game.

Player Commitment: At two posts per week, this adventure will likely play until Christmas 2009. If you think that you will not be able to consistently post twice/ week until Christmas, do not apply to this game.

Posting Frequency: Players are required to post twice / week, with your first post of the week happening sometime between Monday, 12:00 PM and Wednesday, 6:00 PM and your second post of the week happening sometime between Thursday, 12:00 PM and Sunday, 6:00 PM. All times listed are Eastern Standard Time (Toronto / New York time). If you are going to be unable to post, please let me know immediately. I will NPC your character for that round of posts. If you fail to inform me, there will likely be penalties added to your character’s actions. Failure to post for two weeks will result in your character becoming a permanent NPC, and you having to re-apply to participate in the game (no guarantees).

Posting Length and Style: I’m looking to create a great story with you. As such, I’m looking for some decent writing skills in prospective players. While your posts do not have to be long, they should contribute to the ongoing story. Your posts should/can include your characters thoughts, feelings, actions, memories, dialogue, etc, etc. Check out “Star Wars: Dark Masques” in the Rules-Based Section for an example of the type of posting I’m looking for. Please remember to italicize your character’s internal thoughts, and put “quotation marks” around your character’s external dialogue. At the bottom of your post, please include game mechanic/ rules information as an [OOC: ]. Also, please note – no meta-gaming please.

Example of what I’m looking for: Driscoll turned his X-wing back towards the Cruiser. The fighter pilot knew that last shot from the defense turret had done more than just scratched the paint. Come on, baby! Hold together for me, his mind pleaded with his ship. I just need one … clear … shot…
Cole informed his R2 unit of his plan, “Bullet, we need that cruiser’s shields offline now! I need all the power you can give me to the forward shields. We’re gonna make a run for their deflector disc.”

The starfighter pilot grinned grimly at Bullet’s ‘whirl’ and ‘chirp-chirp’ reply. Let’s do this.
[OOC: Driscoll is heading for the Deflector Disc. Double move action to get there, fighting defensively and hoping to dodge/avoid the TIE fighters and the cruiser’s defense turrets.]

Gaining Experience: Because “play-by-post” games tend to be a bit slow, I generally give out XP a bit more freely. Here are some guidelines I use –

1)Overcoming obstacles / defeating enemies - Varies according to level of difficulty
2)Achieving major story goals - Varies, but likely ranges between 250 – 500 xp per player
3)Posting - Actually posting gains you 50 - 100 xp per post depending on the quality of your post.
4)Excellent Roleplaying - Varies, but will likely range between 50 – 100 xp as well.

As you can see, just posting regularly until Christmas will advance your character to level 3. I fully expect that you will achieve 4th , possibly 5th, level by the time this adventure is complete.

Rules and Rule 0: I am ALL about the "story" that will be told by the group of us. While I would want to use the SAGA Edition rules to provide a framework for our story, I will always have the Rules submit to the Story. That means if you all happen to score critical hits on a BBEG that I want to live because he is important to the story, than I will likely ignore the results of the dice. I will make all the in character rolls as well. I will also forewarn you, this is my first time GMing a Star Wars game, my second time DMing a game online, and only my third time using the SAGA rules.

Dealing with Disagreements, Frustration, and perceived Slights: If you think/ feel that I or another player has wronged you in some way, please PM the person privately. Please note that often times we misunderstand another person’s intent in their post because we cannot see their body language nor hear their tone of voice. Try to be gracious to one another, assume the best intentions, and ask for clarification before making accusations. You may discuss game mechanics in the Q/A thread, but please remember that if I’ve made a “final call” on something it’s time to move on. Players posting personal attacks on other players or the GM will be rebuked sternly and will be required to apologize. Repeating offenders will be dropped from the game swiftly.

Disclaimer: GM Ignorance: While I have loved the Star Wars films, they are my only exposure to the Star Wars universe (not including the games I’ve played here at the Inn). I have not watched any of the animated series, nor played any of the video games, nor read any of the books. (aside: I did, however, program a Star Wars text-based game 17ish years back on my Tandy Colored Computer… good times…). I am quite ignorant of the history of the SW universe, and of the different ships and starfighters, and of the various planets within the SW galaxy. While I hope to keep the tone, feel, and style of the original SW films, I make now claims that this adventure will be in anyway “SW canon”. Just saying…



Posted on 2009-05-07 at 02:15:15.
Edited on 2009-05-08 at 08:41:16 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


CHARACTER #1 - ARA'ALA KREISS

PLAYER: Ginafae

Character Name: Ara’ala Kreiss
Class: Scout 3
Experience: 3,000

Species: Arkanian Offshoot
Gender: Female
Age: 19
Height: 1.82 Meters
Weight: 58 Kilograms
Hair: White
Eyes: Pale Blue
Complexion: Pale White

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

Senses: Perception +6
Initiative: +9
Speed: 6 Squares

Hit Points: 43
Damage Threshold: 15

Defenses: Reflexes 18 (Dex +3, Class +2, CL +3),
Fortitude 15 (Con +1, Class +1, CL +3),
Willpower 13 (CL +3)

Defense Options: ---

Base Attack: +2
Grapple: +2

Melee Option #1: Unarmed +2 [1d4+1] {+0 w/ ST armor}
Melee Option #2: Knife +2 [1d4+1] {+0 w/ ST armor}

Ranged Option #1: Heavy Blaster Pistol +5 [3d8+1] [PBR <20 squares] {+3 w/ ST armor}

Attack Options: Point Blank Shot

Force Powers Known: None

Destiny Points: ---
Force Points: 2
Dark Side Points: ---

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

Abilities: Str 10 [+0], Dex 17 [+3], Con 12 [+1], Int 13 [+1], Wis 10 [+0], Cha 15 [+2]

Racial: Conditional Bonus Feat (see below), Determination (Once per encounter, reroll any one failed skill check with a trained skill)

Talents: Acute Senses, Keen Shot

Feats: Dual Weapon Mastery I, Force Sensitivity, Point Blank Shot, Shake It Off, Skill Focus [Mechanics], Weapon Proficiencies [Simple Weapons, Pistols, Rifles]

Skills: Endurance +7, Initiative +9, Perception +6, Pilot +9, Mechanics +12, Stealth +9

Languages: Basic, Arkanian, Binary

Possessions:
--{Weapons}--
Heavy Blaster Pistol w/ standard targeting scope (100), Stun Grenades x3, Detonite brick w/ timer, Knife (25), Hip holster (25)

--{Other Gear}--
Utility belt (500), All-temperature cloak (100), Security Kit (750), Tool Kit (250), Mesh Tape (5), Spare Power Pack (25), Power Recharger (100), Half a pack of Cigaras (Rashallo leaves)

--{Clothing}--
See Below

Credits: 120 (Mixed currencies); 1400 (group treasure undivided currently)

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

Appearance:
Ara’ala has never had the privilege of wearing the high fashions of Arkania or those that are currently in vogue in the trendy bars of the Core Worlds. Her dress, such as it is, is simple, functional and not particularly alluring. Above worn, brown trousers she wears a long, sleeveless blouse that tapers to an end somewhere above her knees. Her hands and feet are clad in sturdy leather boots and gloves of the kind a mechanic would wear. And her garb is rounded off by a sleeveless leather coat that has been scorched with a laser welder one too many times.

Together with her plain clothing come ‘deformities’ that would disgust many pureblood Arkanians. Her five-fingered hands, pointed ears, and pale blue eyes mark her out as one of the genetically engineered underclass forced to perform the menial labour on the planet.

It is precisely that, however, that gives Ara’ala an exotic beauty by the standards of the galaxy at large. She is tall, slim but well-proportioned, and capable of flashing a charming smile when amused. Her long hair and skin are perfectly white – almost as if she were an albino among humans – except for blue lips and nails, and swirling, blue tattoos upon her arms and face.

The only thing she is carrying that appear to be on any worth are an old blaster holstered at her hip, and a tool belt strapped around her waist.


Background:
Ara’ala was bred rather than born. Her forebears were genetically altered millennia before to work in the diamond mines of Arkania. They were made quicker, stronger and were granted a hardier constitution than the slim, elegant and frail Arkanian nobility. But the tapered ears and crude five-fingered hands that she was born with marked her as a slave as surely as any brand. And, although she had a loving surrogate family, there was nothing to her life beyond the lowly occupation that she had been born to.

That was until the Emperor’s gaze fell upon Arkania. The Arkanian royalty were accused of aiding and abetting enemies of the Empire. The accusation may have had some truth to it, or may just have been a means for Palpatine to ensure control over a prosperous system. Either way it was only through that intervention that Ara’ala was freed. In order to ‘pacify’ the civilian populace the Arkanian nobility were herded into concentration camps, merchants were bled for whatever tribute they could offer, and the genetically engineered underclass were freed as their places of work were closed.

Ara’ala’s parents ushered her off-planet at the age of fifteen, in case the old order was restored and she would be forced back into servitude. In truth she was glad to go. She had always dreamed of soaring between the stars – a life to different to the underground misery she had known in her youth. And she assumed, naively, that with the stability the Empire offered her dreams could come true.

For a time they did. For four years Ara’ala’s life was everything she had dreamed of. She gained a position as a deckhand on the Den of Iniquity – a cargo freighter chartered to shuttle supplies for the Imperial Navy. Its commander – Captain Dil Surool – was a charming, gregarious Sullustan that treated Ara’ala as his own daughter. He taught her how to make the Kessel Run in less than twelve parsecs, how to re-wire a droid after it had been hit with an ion discharge and how to handle a rifle when the Hutts tried to pilfer your cargo.

What Dil could not shield Ara’ala, from, however, was the cruel reality that lay under the dogma of the Empire. Every time Dil was chartered to transport goods for the Empire, the disdain, snide comments and looks he received for being non-human were enough to wound Ara’ala if not the indomitable Sullustan. Then there was the shock of learning that they had been duped into transporting a cargo of enslaved Wookies, and the terrible anguish as Dil paid for her insistence that they be freed with his own life.

It was blind luck – or maybe something more – that Ara’ala managed to avoid the same fate as her Sullustan friend. She somehow knew that misfortune had befallen Dil Surool even as she and her crew were aboard his ship for their Captain to return. And something led her into clambering into the smuggler’s hold aboard the ship even as the Stormtroopers seized control.

Ara’ala has not had much time to dwell over the matter. She crept out of hiding as soon as the soldiers left, grabbed what gear she could and fled as far away as her credits could take her…which turned out to be Sel Zonn Station on Brentaal IV…



Posted on 2009-05-07 at 02:15:33.
Edited on 2009-11-02 at 05:49:41 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


CHARACTER #2 - ITHIRIA

PLAYER: Geraint

Character Name: Ithiria
Class: Jedi 3
Experience: 3000

Species: Twi’lek
Gender: Female
Age: 18
Height: 5’ 4"
Weight: 125 lbs
Hair: None
Eyes: Emerald green
Complexion: Green and Blue

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

Senses: Perception +8
Initiative: +7
Speed: 6 Squares

Hit Points: 53 (currently, 12)
Damage Threshold: 15

Defenses: Reflexes 15 (+1 Dex, +1 class, +3 CL),
Fortitude 15 (+1 Con, +1 Class, +3 CL),
Willpower 16 (+2 Wis, +1 Class, +3 CL)

Defense Options: ---

Base Attack: +3
Grapple: +4

Melee Option #1: Lightsaber +4 [2d8+2]
Melee Option #2: Stun Baton +4 [1d6+2; stun (2d6+2)]

Ranged Option #1: Blaster Pistol Sporting +4 [3d4+1; stun(2d4+1)]
Ranged Option #2: Knife +4 [1d4+2]

Attack Options: ---

Force Powers Known: Battle Strike, Force Disarm, Force Slam, Negate Energy, Sever Force, Vital Transfer

Destiny Points: ---
Force Points: 4
Dark Side Points: ---

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

Abilities: Str 12 [+1], Dex 12 [+1], Con 12 [+1], Int 15 [+2], Wis 14 [+2], Cha 14 [+2]

Talents: Clear Mind, Deflect

Feats: Force Sensitivity, Weapon Proficiency [Simple Weapons, Lightsabers, Pistols], Force Training x2

Skills: Initiative +7, Perception +8, Pilot +7, Use the Force +8

Languages: Basic, Ryl, Lekku, Huttese, Rodian

Possessions: Lightsaber, Stun Baton (15), Blaster Pistol Sporting (300), Knife,Thrown x 2 (60), Comlink:Short range (25), Synthrope(45 meters)(20), Slave dancers Outfit (50), Datapad,Basic (100), Hip Holster (25), Holster Concealed(for lightsaber), (50)

Credits: 35

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

Description: Standard outfit:
The woman standing before you stands 5’4, her green and blue mottled skin shows from the skin that she does have exposed as well as from her head. Covering her curved and slender body are a pair of standard black Combat Fatigue pants, with a black tank top covering her well rounded chest. A blaster pistol rests on her right hip, with a pair of daggers on her left hip. On her feet are a pair of combat boots that seem to be lined to keep her feet warm. Her brain tail is up and around her neck.


Description: Dancers Outfit:
The woman before you can only be described as stunning, the dress she wears barely covers anything at all and leaves very little to the imagination, the silks flow softly and daintily over her smooth green and blue legs and arms. Her belly exposed with some soft silken bracers on her wrists. Her brain tails flow with her body as she moves.


History:
Ithiria was born as almost all Twi’leks on the planet Ryloth. Her parents were not well off, living in the lower sections of the city, but they still loved their daughter.

Well, until she turned five and financial disaster hit. A rival clan seized all the family possessions and to live her parents took her to one of the premier dance schools and sold their daughter to them. Ithiria was devastated but understood that in a way it was for her own best interests -- she would be fed and clothed at least at the school, whereas, with her family, she most likely would go hungry.

She spent long years learning to dance and please others with her looks and body movements, til a man came to the school. He was kind and sweet and treated all the girls with respect including the older ones, never laying a finger on them. He stayed for a few days, having one on one talks with the girls under the pretences of finding out which he wanted to buy. After the few days he purchased Ithiria and four other girls and took them off planet. Once he was away on his ship, he explained he was actually a Jedi and that the girls he purchased had the potential to use the force and become Jedi.

After a short hyperspace trip, they arrive at the Jedi Praxium where the girls began their training, and for the first time in years Ithiria had clothing that covered her entire body. During her training, she impressed a Master enough that, on her 12th birthday, he approached her and asked if she would like to be apprenticed to him as his padawan.

She happily agreed and spent the next 4 years with him, going out on missions, learning new places and sights, before she disobeyed an order from him (completely by accident) and upon their return to the Praxium she was sentenced to cleaning the lower levels of the temple, which saved her life when Skywalker and Order 66 came into play.


Posted on 2009-05-07 at 02:15:48.
Edited on 2009-11-02 at 06:24:41 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


CHARACTER #4 - KARRA LIADON

PLAYER: Reralae

Character Name: Karra Liadon
Class: Noble 3
Experience: 3,000

Species: Cathar
Gender: Female
Age: 15
Height: 1.5 meters
Weight: 63 kg
Hair: Tabby
Eyes: Golden
Complexion: Golden with dark stripes

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

Senses*: Use the Force +9
Initiative: +8 (-2 due to heavy load)
Speed: 8 Squares (Currently 6 due to heavy load)
*For the purposes of avoiding surprise, noticing enemies, sensing deception, or sensing influence
Hit Points: 30
Damage Threshold: 13

Defenses: Reflexes 16 (CL +3, Class +1, Dex +2)
Fortitude 13 (CL +3)
Willpower 17 (CL +3, Class +2, Wis +2)

Defense Options: ---

Base Attack: +2
Grapple: +2

Melee Option #1: Natural Claw +2 [1d6]

Ranged Option #1: Blaster Pistol, Sporting +4 [3d4, or 2d4 stun]

Attack Options: Reactive Claw

Force Powers Known: None

Destiny Points: ---
Force Points: 3
Dark Side Points: ---

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

Abilities: Str 10 [+0], Dex 14 [+2], Con 10 [+0], Int 13 [+1], Wis 14 [+2], Cha 16 [+3]

Racial: Natural Weapons, Reactive Claw (Once per encounter, strike with an unarmed melee attack as a swift action after a successful melee attack, provided a free hand), Cathar Instincts (Climb and Stealth are class skills)

Talents: Force Perception, Connections

Feats: Force Sensitivity, Linguist, Skill Focus [Treat Injury], Surgical Expertise, Weapon Proficiency [Pistols, Simple Weapons]

Skills: Initiative +8 (-2 due to heavy load), Knowledge [Bureaucracy] +7, Knowledge [Life Sciences] +7, Persuasion +9, Treat Injury +13, Use Computer +7, Use the Force** +9

**Force Trance, Search Your Feelings, Sense Force, and Sense Surroundings only
Languages: Basic, Catharese, Bocce, Binary (understand only), High Galactic

Possessions:
--{Weapons}--
Blaster Pistol, Sporting, with license (315)
-Concealed Holster (50)

--{Other Gear}--
Medical Kit with six Medpacs in side pockets (1200)
Ration pack x3 (15)
Power pack x2 (50)
Energy cell x2 (20)
Glow rod (10)
Comlink, short range (25)
Surgery Kit (1000)
Datapad, Basic (100)
All-Temperature Cloak (100)
Datacards with notes from school (10)

--{Clothing}--
See Below

Credits: 105

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

Appearance:
Karra Liadon never truly understood the concept of humanoid fashion, having been brought up on the world of Cathar, where clothing usually consisted of enough garment to be decent, but also loose enough to allow for cat-like reflexes and dexterity. As a result, her clothing often consists of a leaf-green cloak when in public. While this is fairly enigmatic, underneath the cloak is a hospital-type uniform, unstained and well maintained, a clear indicator of her profession. Unlike others, however, Karra almost never wears gloves in public, meaning that her slender fingers and claws are fairly visible. While she hoped she never would have to use them, she knew that the psychological effect of seeing a person so naturally armed was enough to deter most troublesome people. Likewise, she doesn't often wear footwear either, but this is just a personal preference for her.

She seems to exude an aura of professional calm about her, usually keeping her face passive in the midst of any event. However, to the keen observer, one can clearly see the emotions within her being displayed in her golden eyes as well as by her pointed ears. The soft fur covering most of her skin is in hues of gold, with streaks of darker tones along her cheeks in particular, although it could be guessed that the streaks are contiguous along her entire body. Her longer hair is styled almost like a human's, starting just above her forehead, flowing behind the ears, before ending just above her shoulders. This hair is shaded in hues of brown, almost in a way akin to a tabby cat. She is smaller than most humans, and more slender as well, with distinctly feline lines visible to even the casual observer.

When she does openly show emotion on her face, it is usually gentle and subtle to let the person she is talking to feel more relaxed, and more inclined to listen or talk to her. Having initially chosen to be a diplomat, Karra knows quite well how to act around others to decrease tension and open the way for negotiation.

Upon her back is a rather complicated and expensive looking pack, with several flaps along the outside, each holding a medpac. Inside is then easily assumed to contain a medical kit, and possibly even a surgery kit as well. Along with her uniform, Karra also has a utility belt, although it can notably be seen to have less than a full compliment of utilities upon it. Also at her back, but hidden underneath her cloak, she has a small blaster pistol, and although she knows how to use it, has never truly used it before. Her job is to heal life, not endanger it.


Background:
As the Sel Zonn Station came into view of her window, despite it still being fairly far away, Karra couldn't help but sigh, her ears drooping just slightly, a major indicator of emotion for people who knew her. If she were to be honest with herself, she wished that the voyage would've taken forever. Unfortunately, the past could not be undone. Her golden eyes glazed over as she thought back, reminiscing to when she was young.

She was the granddaughter of the first ambassador of Cathar in the Galactic Republic. Her grandfather, Weravor (or Verravorr, as the accent of the Cathar tongue suggested), was elected to be ambassador, a decision for the most part unanimous by the primary tribes, as he was a vocal, yet wise man, trying to see things from all sides before deciding upon the course of action that would be for the best of all concerned. As a part of his lineage, Karra was fully intent on taking her role as ambassador for the people, even learning a few things from her now-retired grandfather. She knew it would be difficult, and she also knew she would have a lot of expectations upon her, but it was the path she had decided on.

It was a choice that her mother approved of, but her father didn't. He would've rather had Karra choose a more 'normal' life, participating in the Blood Hunts as well as grow into a warrior, instead of spending time with her grandfather and following academic pursuits. Still, he tolerated it, and that was enough for everyone. The family remained whole, and so Karra grew.

One thing that she had learnt from both her parents and her grandfather, however, was to trust her senses, namely her instincts and intuition. Her father would often try to help her develop her combat instincts through practise combat, while her mother and grandfather taught her to trust her intuition and judgement when coming to decisions. Unbeknownst to Karra and her relatives, it wasn't entirely her dexterity or wisdom that aided her in instinct and intuition. There was something else as well, an unnoticed connection with the Force.

Yet, despite her Force Sensitivity, she wasn't noticed by the Jedi. Quite simply, there were no Jedi in the region where she grew up. Granted, one did come by the village when she was little, however, at the time she was sick, and so she was missed as a result of that. Later Jedi visitors may have noticed her sensitivity, but by then, she was too old, and so was bypassed entirely.

Even though she wouldn't grow to be a Jedi, she still had something else to do, and it seemed that she would grow to be the third ambassador for Cathar. She had even gone to Coruscant to learn more about bureaucracy in school, as well as many other languages. There was little doubt that she would be capable for the position, and so it seemed like she had a bright future.

That is, until the rise of the Empire.

There was no warning, but when the news came, things immediately began to fall apart. If there was an Empire, then there would be no need for any ambassadors, and so all her learning was for naught. Karra's father, of course, was the first to point this out, and his tolerance wilted, and divided the family. Worst of all, she was only informed by a tear-stained letter from her mother that was several months late.

Karra felt a few tears forming in her eyes, which she brushed away. Even after the fact, the memory was still sad. She had ended up leaving, to pursue a career in medicine. Yet, even then, things continued to degenerate. Switching to medical school, she received lower grades than she should have, for no apparent reason. People, no... humans gave her dark glances wherever she went, but why?

It made her sad, and it made her angry, but what could she do about it? She passed medical school, but even then, it seemed that most employers would prefer medical droids over her. She knew she wasn't as innately accurate as a droid, but she also knew she had intuition, something not many droids had, and the employers all were just being unfair. Not many humans wanted her as a friend either; most of the people she would consider friends were medical or astromech droids she met. She even ended up developing an understanding of the astromech's 'language' as a result.

Since medical school, she had been to many places: A wandering medic, simply going from one contract to the next. However, even this was becoming more and more difficult, as the Empire put up more and more travel restrictions. As it stood, she had a contract for work on Alderaan. Sel Zonn was only meant to be a temporary way-stop…



Posted on 2009-05-07 at 02:16:01.
Edited on 2009-11-02 at 05:48:53 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


CHARACTER 4 - HAKO'IB

PLAYER: Loki
Character Name: Hako'ib
Class: Scoundrel 3
Experience: 3,000

Species: Twi'lek
Gender: Male
Age: 19
Height: 1.83 m
Weight: 64 kg
Hair: None
Eyes: Black
Complexion: Light Green

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

Senses: +7, Low-Light Vision
Initiative: +9
Speed: 6 Squares

Hit Points: 12
Damage Threshold: 16

Defenses: Reflexes 18 (Dex +3, Class +2, CL +3)
Fortitude 16 (Con +1, Race +2, CL +3)
Willpower 14 (Wis +0, Class +1, CL +3)

Defense Options: --

Base Attack: +2
Grapple: +4

Melee Option #1: Stun Baton +4 [1d6+3; 2d6+3 Stun]

Ranged Option #1: Pulse-Wave Pistol +5/ +6 PBS [2d6+1/ 2d6+6 PBS; Can not shoot at long range]

Attack Options: Point Blank Shot, Rapid Shot, Running Attack, Lucky Shot [1/day]

Force Powers Known: None

Destiny Points: 0
Force Points: 5
Dark Side Points: 0

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

Abilities: Str 14 [+2], Dex 16 [+3], Con 12 [+1], Int 10 [+0], Wis 10 [+0], Cha 16 [+3]

Talents: Knack, Lucky Shot

Feats: Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Weapon Proficiency [Pistols, Simple Weapons]

Skills: Deception +4 [May Re-roll], Gather Information +9, Initiative +9, Perception +6, Stealth +9
**Knack talent allows any skill to be re-rolled; talent is useable 1/day
Languages: Basic, Bocce, Lekku, Ryl

Possessions: Pulse-Wave Pistol, Stun Baton, Consealed Holster, Short Range Encrypted Comlink, Credit Chip, Data Cards (10), Datapad, Glow Rod, Holo Lamp, Audiorecorder, Energy Cells (2), Mesh Tape, Power Packs (2), Power Recharger, Utility Belt

Credits: 35

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

History/ Background:
Hako’ib grew up on Ryloth within the confined of the underground city of Sal’kaasa, he knew both his parents well, Aol’ib and Darger’ib, and was involved in a number of the ritualistic kidnappings within the city. From a young age he knew many of the other families living in the city and that he was ‘more desirable’ his other brother and sisters even though he was younger and his sisters were female he was kidnapped just as much as his sisters. If he was honest though a life as a dancer or a politicians entourage didn’t appeal to him, he’d never been afraid to pick sides as a child and now as a young adult he saw no reason for the planet to pick sides in the Clone Wars. Hako’ib himself had been in support of the Republic, but set against it’s leader Palpatine, he had been in office too long and his Clone Army was an abomination, the Old Republic had always stood strong with local defences, local fleets, Twi’leks defending Ryloth, Wookiees defending Kashyyyk and so on. The foresight of Ryloths politicians predicted a Human supremacist order after the clone wars and that Palpatine wouldn’t give up his Chancellorship, but the Jedi were little better, once they had been peacekeepers but now generals and soldiers, the Jedi had betrayed the galaxy just as Palpatine would and did.

A year before adulthood he was stolen from his home by a Trandoshan named Druksk, he was taken to the space station, the station he would come to not call home but simply ‘The Station’, to be sold to one of the Hutt crime lords. The Hutt didn’t approve of being sold such a hard minded, male and old, even though he was 15, Twi’lek however so took capture of the Trandoshan instead, in the short fight to capture Druksk Hako’ib managed to escape, but not without sustaining an injury, a blaster bolt impacted on the base of his left lekku that would affect the rest of his life. The injury caused him to lose most his memory, at the time he couldn’t remember anything but slowly a few things came back to him. His name was Hako’ib and he was a Twi’lek, he grew up on Ryloth with his mother and farther and brother and sister, no, sisters. Slowly he remembered his home tong and the ability to use his lekku was inborn so that cam back easily. He was taken in by Switch, not out of the kindness of Switch’s own mechanical heart but because he was a twi’lek, a ‘desirable’ twi’lek, and it was a great mark to have a twi’lek servant even if your head of a criminal gang on a space station.

Over the years neither of them considered them to have a farther son relationship as Kako’ib could remember his farther if only faintly, over the time Hako’ib learnt Switchs trade, how to avoid the Empire, how to hide things from the Empire, how to find what you want and how the good shot and a good blaster are the only way to survive for those persecuted. Last year he came across a weapon that could mean death for all of them, it was an imperial blaster pistol but when ever it was used the user would be found and taken. It became know as Palpatines Hand and when switch open it’s circuitry he removed a tracking chip, the deception of the Empire was wider then they had ever believed, they abandoned all weapons stolen from the Empire in favour for other, older weapons. Hako’ib received a Pulse-wave pistol, an ancient but powerful technology that lead to the modern blaster.

He had been Switchs servant for 4 years now and there had been constant battles with the rival gang but they had the advantage, Swith didn’t need to sleep and when he shut down all his thugs and Hako’ib would stand guard over him. He gained Switchs trust and became the droids right-hand-man but strived to leave the station, it was a poor hiding place from the Empire but they were held at bay with coin.



Posted on 2009-05-07 at 02:16:16.
Edited on 2009-11-03 at 05:08:12 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


IMPORTANT LOCATIONS

IMPORTANT GALACTIC LORE
Brentaal IV
Brentaal IV is the fourth planet in the Brentaal system, located near the edge of the Core Worlds. It sits at the strategic intersection of the Perlemian Trade Route and the Hydian Way.

Sel Zonn Station: Sel Zonn Station is little more than a travel and cargo port, just like dozens of other in orbit around the Brentaal IV.



Posted on 2009-05-07 at 02:16:30.
Edited on 2009-05-09 at 19:32:38 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


IMPORTANT NPCs

NPCs OF NOTE
Daroll Falon [Male, Human]: Captain of the Asperity, a 3-Z light freighter. Falon regularly transports goods along the Perlemian Trade Route. Since the rise of the Empire, the captain takes work where he can get it and asks fewer questions.
[Image: http://www.flickr.com/photos/7348297@N03/2313313550 ]

Fissnis Drae [Male, Gungan]: Co-pilot of the Asperity. Drae is an older, suspicious gungan who's not afraid to speak his mind.
[Image: http://www.flickr.com/photos/37699793@N00/2932089850 ]

Maya [Female, Human]: An Alderaan Security Agent working to retrieve a package from Sel Zonn Station that might strike a blow to the Empire.
[Image: http://comps.fotosearch.com/comp/BNS/BNS292/female-auto-mechanic_~drv076.jpg ]

By'u [Female, Human]: Owner of the Mechanical Allies Droid Shop and a contact of Hako'ib's. She's got a lot o' lovin' going around,save for the Empire.
[Image: http://www.pjlighthouse.com/wp-content/uploads/2007/09/rihanna-shut-up-and-drive-mtv-lyrics-pjlighthouse.jpg]

Angus [Male, Human]: Second-in-command of the Sel Zonn Station gang Jin-Gul. He's a tough, but managed to geta brains too. [Image: http://i.neoseeker.com/ca/star_wars_the_old_republic_conceptart_5kU1u_thumb.jpg]



Posted on 2009-05-07 at 02:16:40.
Edited on 2009-09-18 at 00:23:09 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


...

Reserved


Posted on 2009-05-07 at 02:17:05.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


...

this is a great way to get your post count up...


Posted on 2009-05-07 at 02:17:32.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


GM's FALL 2009 POSTING SCHEDULE

SCHEDULE OF UPDATE POSTS SEP - DEC 2009
Players, please note: Below is a list of dates that you should expect game updates from me (and dates that you should not). I expect that, unless you inform me otherwise,you will post to the game prior to the update deadlines as listed in the Gaming Rules (see above).

Sun, Sep 20, between 9:00 PM – Midnight EST
Thu, Sep 24, between 9:00 AM – Noon EST
Sun, Sep 27, between 9:00 PM – Midnight EST
Thu, Oct 1, between 9:00 AM – Noon EST
Sun, Oct 4, between 9:00 PM – Midnight EST
Thu, Oct 8, between 9:00 AM – Noon EST
Sun, Oct 11, NO UPDATE (probably)
Thu, Oct 15, between 9:00 AM – Noon EST
Sun, Oct 18, between 9:00 PM – Midnight EST
Thu, Oct 22, between 9:00 AM – Noon EST
Sun, Oct 25, NO UPDATE
Thu, Oct 29, NO UPDATE
Sun, Nov 1, between 9:00 PM – Midnight EST
Thu, Nov 5, between 9:00 AM – Noon EST
Sun, Nov 8, between 9:00 PM – Midnight EST
Thu, Nov 12, between 9:00 AM – Noon EST
Sun, Nov 15, between 9:00 PM – Midnight EST
Thu, Nov 19, between 9:00 AM – Noon EST
Sun, Nov 22, between 9:00 PM – Midnight EST
Thu, Nov 26, between 9:00 AM – Noon EST
Sun, Nov 29, between 9:00 PM – Midnight EST
Thu, Dec 3, between 9:00 AM – Noon EST
Sun, Dec 6, between 9:00 PM – Midnight EST
Thu, Dec 10, between 9:00 AM – Noon EST
Sun, Sep 13, between 9:00 PM – Midnight EST
Thu, Sep 17, between 9:00 AM – Noon EST
Sun, Dec 20, between 9:00 PM – Midnight EST
Thu, Dec 24, NO UPDATE
Sun, Dec 27, NO UPDATE
Thu, Dec 31, NO UPDATE

After December we’ll see where we’re at… My wife and I are expecting a baby in January, and January/ February are pretty nuts for work, so this game will for sure go on a pause for a couple months come January… maybe until Easter. We’ll see. But at least you have a sense of what’s coming up.

Thanks!

Ayrn


Posted on 2009-05-07 at 02:17:49.
Edited on 2009-09-16 at 15:49:32 by Ayrn

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


...

Is it alright if I would mention a few things about the characters that I've noticed? Would anybody be offended by it, or is it perhaps not fitting as the first non-GM post in the Q&A?

You have probably noticed that Geraint's Jedi has the Force Training feat but doesn't have any force powers. Geraint's character is also missing one feat (2nd lvl bonus feat for two levels in Jedi), something I thought I should point at. I also think that Geraint has one too many languages, unless you count the Lekku sign language as an automatic language, in which case I appologize if I sounded like I was trying to insult. And even if it does not count as automatic language, I still apologize if I sounded like I was trying to insult. In general, I apologize if I sounded like I was trying to insult.

Ginafae's character I noticed is strikingly thin. We in Iceland actually use the metric system regularly (I don't know about you, though) and 1.85 meters vs. 55 kilograms pretty much means you can hide behind a pole. It is just too creepy to imagine. It's like Ally McBeal would lose some weight. I'm about 1.80-.85 meters myself, about 90 kilograms and that's pretty average. You might want to increase that weight to about 75 or 80, in my oppinion, which should still make you look skinny but not scary.

Just thought I should report my observations. Sorry if they are not needed.


Posted on 2009-05-11 at 23:59:27.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Regarding Geraint's character

1) I count Lekku as an automatic language for Twi'leks, the flavor text seems to support this. I'm not sure why it's not listed in the languages section.

2) He has chosen his force powers for the Force Training feat. They are located in the "middle section", after the melee/ranged attack option... the place where it says "Force Powers Known:"

3) He has chosen his second level Jedi feat. It was either Force Training or Weapon Proficiency [Pistols].

4) No offense taken here. I'm glad you have taken a look-over the characters! Would rather have everything up to par before the game begins.


Posted on 2009-05-12 at 03:21:09.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Regarding Ginafae's character

I'd say Skari maybe somewhat right in this regard. 1.82 metres and 58 kg works out to be 5 ft, 11 in and 130 lbs. Is that realistic? Sure! ... I would have a hard time imagining any curves on such a woman. But a tall "Ally" or "Olson Twin" would work for me.

Anyway, personal preference there, I would say. Ginafae, if you like the (very) tall/ (very) thin look for your character, cool! If you'd like to change it, cool! Either is fine by me!

Ayrn


Posted on 2009-05-12 at 03:36:10.

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


Alrighty

My bad. I have no idea why I didn't notice the Force Powers thing, and the Lekku has been a general problem for me as a language. And I'd like to express my general hatred for my horrible sense of memory since I was 100% sure that the Jedi started with Weapon Proficiency (pistols) as a starting feat.

Geraint, if you had been in my game, you would have gotten an extra feat

Anyway, I'm going to shut up now.


Posted on 2009-05-12 at 08:19:08.

   
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