Star Wars Saga Edition => Star Wars Saga Edition General => Topic started by: ZehnWaters on April 01, 2020, 06:40:35 pm
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 02, 2026, 02:51:15 pm
(https://static.wikia.nocookie.net/starwars/images/5/5a/Pursuit_class_light_cruiser.jpg) The Pursuit-class light cruiser resembled a small variant of the more common Star Destroyers. The light cruiser had a docking bay capable of launching several TIE Series starfighters, and it was sometimes equipped with more potent TIE Advanced x1 starfighters. https://youtu.be/xvrO4GWT4vI?si=Pl3wtZswa7hOoJ7K Pursuit-class light cruiser Colossal (Frigate) Capital Ship Init: -1; Perception: +5 Defense Ref: 16(12), Fort: 34; +12 armor HP 600; DR 15; SR 70; Threshold 134 Speed fly 3 squares (starship scale) Ranged 6 Point-Defense Double Medium Laser Cannons +3 (see below) and 2 Double Medium Turbolasers +3 (see below) Cover Total; Grp +44 Abilities STR 58, DEX 18, CON --, INT 16 Skills Initiative -1, Pilot -1, Perception +5, Mechanics (Engineer) +5, Mechanics (Sys.Op.) +5, Use Computer +5 Crew 50 (Normal); Passengers 200 Cargo 2000 tons; Consumables 1 year Carried Craft 2 squadrons of TIEs Hyperdrive x1 Availability Common; Cost not available for sale Point-Defense Double Medium Laser Cannons (Gunner) Atk +3 (-2 autofire), Dmg 5d10x2 Double Medium Turbolasers (Gunner) Atk +3 (-17 vs. targets smaller than Colossal), Dmg 6d10x5
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 02, 2026, 01:03:07 pm
Sarrissa Jeng was a female Human Jedi Knight serving the Jedi Order during the waning years of the Galactic Republic. (https://static.wikia.nocookie.net/starwars/images/5/5a/SarrissaJeng-FF102.png) Active during the Separatist Crisis, a growing division between the Galactic Republic and the Confederacy of Independent Systems, Jeng was dispatched as the leader of a six-member Jedi task force to the Gotal colony world Atzerri. There, Jeng and her team of diplomats were to negotiate the release of Emissary Nathanjo Nirrelz, a Gotal representative taken hostage by the Roshu Sune during the battle of Antar 4. During the negotiations, a group of unaffiliated vigilantes opened fire on the Roshu Shone guerrillas. This attack panicked the Gotal Roshu Shone, who opened fire on their captives. Leaping to defend the unarmed hostages, Jeng and her fellow Jedi managed to subdue the guerrillas on their commuter hopper, but not before Jedi Kaloor Cofi and Antyard-Wo Shissan lost their lives. Emerging from the firefight, Jeng and a Mon Calamari Jedi Knight escorted Emissary Nirrelz to safety while the other Jedi helped transport the surviving hostages to medcenters in the nearby cities of Skreeka and Talos. (https://static.wikia.nocookie.net/starwars/images/d/d5/Sarrissa.jpg) After the fighting ended, the surviving Jedi departed for Aleen Minor and the Order's chapter house there for the funerals of Jedi Cofi and Shissan. Meanwhile across the HoloNet News network, the Jedi were heavily criticized by Gotal Foreign Affairs Commune leader Shagrad Loset for what he saw as meddling in an internal affair. Rebuffing this assault on the Order, Jedi Master and High Council member Shaak Ti commended the Jedi effort on Atzerri.
It wasn't long before tensions between the Confederacy and the Republic came to a head. When the Confederacy captured Jedi Obi-Wan Kenobi, Anakin Skywalker, and Naboo Senator Padmé Amidala, Master of the Order Mace Windu assembled all available Jedi in a massive strike team. Stationed at the Coruscant Temple at the time, Jeng answered Master Windu's call and departed for the Separatist foundry world, Geonosis, with 200 of her colleagues. Landing on the dusty plains of Geonosis, Jeng and her comrades stormed the Petranaki arena and engaged the Separatist Droid Army on the arena floor, with Jeng herself dispatching a Geonosian warrior with a loud battle cry. Unfortunately, Jeng was ultimately overwhelmed and killed. (https://static.wikia.nocookie.net/starwars/images/2/2d/SarrissaJeng-AOTC.png)
Sarissa JengCL 8
Medium Human Jedi 7/Jedi Knight 1 Init +11; Senses Perception +11 Languages Basic, Kel Dor
Defenses Ref 22 (flat-footed 20, with Flurry 17), Fort 21, Will 22; Deflect, Dodge, Niman, Wary Defender hp 72; Threshold 21
Speed 6 squares Melee lightsaber +10 (2d8+4) or Melee lightsaber +12 (2d8+4) with Flurry Ranged by weapon +10 Base Atk +8; Grp +10 Atk Options Acrobatic Strike, Flurry Special Actions Cover Escape, Guiding Strikes, Redirect Shot Force Powers Known (Use The Force +11) battle strike, Force disarm, Force thrust, move object, prescience, pushing slash
Abilities Str 10, Dex 14, Con 13, Int 12, Wis 14, Cha 14 Special Qualities build lightsaber Talents Cover Escape, Deflect, Guiding Strikes, Niman, Redirect Shot Feats Acrobatic Strike, Dodge, Flurry, Force Sensitivity, Force Training (2), Wary Defender, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics +11, Initiative +11, Perception +11, Use the Force +11 Possessions lightsaber
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 02, 2026, 12:48:45 pm
Tura Raftican, a female Human, worked as an investigative reporter for the HoloNews Network and other news services from the Core Worlds.
Raftican joined the Intelligence branch of the Alliance to Restore the Republic in 2 ABY; her main job in the Alliance was to provide intelligence to Rebel forces using many of her contacts from her days as a journalist. (https://static.wikia.nocookie.net/starwars/images/7/72/Task_Force_on_Alliance_Security2.jpg) After reaching the rank of lieutenant herself, Raftican worked with a team of Rebel officers that included Lieutenant Commanders Deeve and Bakki Sourthol, Lieutenant Anson Blazer, and Special Agent Tay Vanis. Tura RufticanCL 8
Medium Human noble 3/scout 4/infiltrator 1 Init +11; Senses Perception +15 Languages Basic, Bocce, Bothese, Dressellian, High Galactic, Huttese
Defenses Ref 24 (flat-footed 22), Fort 19, Will 21 hp 62; Threshold 19
Speed 6 squares Melee by weapon +4 Ranged blaster pistol +7 (3d6+4) Base Atk +5; Grp +7 Special Actions Bolster Ally, Coordinated Attack, Improved Surveillance, Know Your Enemy
Abilities Str 9, Dex 14, Con 11, Int 14, Wis 12, Cha 16 Talents Bolster Ally, Improved Stealth, Improved Surveillance, Know Your Enemy, Surveillance Feats Coordinated Attack, Covert Operatives, Friends in Low Places, Informer, Linguist, Skill Focus (Perception, Stealth), Wary Sentries, Weapon Proficiency (pistols, rifles, simple weapons) Skills Deception +12, Gather Information +12 (may use Perception +15 instead), Initiative +11, Knowledge (bureaucracy) +11 (may use Gather Information +12 to acquire licenses for restricted or military goods instead), Knowledge (galactic lore) +11, Knowledge (social sciences) +11, Perception +15 (may take 10 even when distracted or threatened; up to +17 alongside other specialists), Persuasion +12, Stealth +16 (may reroll but must keep the result of the reroll even if worse; up to +18 alongside other specialists) Possessions blank datacards, blaster pistol, datapad, encrypted long-range comlink with holo capability, hip holster
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 02, 2026, 12:32:09 pm
Shenir Rix was a Mon Calamari female reputed to be one of the most reliable information dealers in the galaxy during the Galactic Civil War. Formerly an employee of Fergriss Pharmaceuticals, Rix was forced out of her job after an Imperial assault put the company out of business. Relying on her business pedigree and a keen sense of the importance of things, Rix transitioned into a career as an informant. She came to be regarded as one of the galaxy's premier informants and took professional pride in delivering quality and timely information. If information came from Rix, one could be guaranteed of its accuracy. She dealt only in solid, reliable intelligence usually less than a day old. Shenir RixCL 12
Medium Mon Calamari noble 7/corporate agent 5 Init +12; Senses low-light vision; Perception +18 Languages Basic, Binary, Bocce, Bothese, Cerean, Devaronese, High Galactic, Huttese, Mon Calamarian
Defenses Ref 25 (flat-footed 24), Fort 22, Will 28 hp 65; Threshold 22 Immune drowning, +5 to Will Defense against skill checks to read emotions or influence attitude
Speed 6 squares, swim 4 squares Melee by weapon +8 Ranged hold-out blaster +9 (3d4+6) Base Atk +8; Grp +9 Special Actions Impose Confusion, Impose Hesitation
Abilities Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 18 Special Qualities breathe underwater, Executive Leadership (2/encounter), expert swimmer Talents Competitive Drive, Exceptional Skill (Knowledge (bureaucracy)), Impose Confusion, Impose Hesitation, Leading Skill, Unreadable, Wealth Feats Cut the Red Tape, Expert Briber, Friends in Low Places, Linguist, Sharp Senses, Skill Challenge: Recovery, Skill Focus (Deception, Knowledge [bureaucracy], Perception, Persuasion), Weapon Proficiency (pistols, simple weapons) Skills Deception +20, Gather Information +15 (may use Knowledge [bureaucracy] +19 instead), Initiative +12, Knowledge (bureaucracy) +19 (may use Gather Information +15 to acquire licenses for restricted or military goods instead; treat die rolls of 2-7 as 8), Knowledge (life sciences) +14, Knowledge (social sciences) +14, Perception +18, Persuasion +20 (reduce DC to reduce price when haggling by 10), Swim +6 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Use Computer +14 Possessions blank datacards, concealed holster, datapad, encrypted long-range comlink, hold-out blaster
Title: Re: Zehn's Creations
Post by: ZehnWaters on August 25, 2025, 06:24:53 pm
Brakiss was a Human male from the planet Msst who was recruited by the Galactic Empire as a baby after being discovered to be Force-sensitive. He was trained and brainwashed by the Inquisitorius as a tool for their purposes. In 11 ABY, Brakiss discovered that Jedi Master Luke Skywalker was planning to recreate the Jedi Order from a Jedi Praxeum on Yavin 4. In an effort to sabotage Skywalker's efforts and steal his training methods, Brakiss's handlers installed him as a spy within the original class of the academy. Skywalker immediately surmised Brakiss's purpose, but sensing his potential in the Force, he decided to keep the young man as a student, working to turn him to the light side of the Force. Brakiss worked alongside Skywalker's original students, helping them defeat the spirit of the deceased Dark Lord of the Sith Exar Kun. Over the next three years, Brakiss continued to train on Yavin 4, absorbing as much of Skywalker's training as he could. In 14 ABY, Skywalker gave Brakiss a personalized test similar to the one that he had experienced on Dagobah under Master Yoda. Brakiss was forced to look inside himself, discovering a deep-rooted corruption and darkness that sickened him, breaking his psyche. Although Skywalker had hoped that the test would heal Brakiss, he instead ran from the encounter, frightened of what he had discovered in the test. He departed Yavin 4, badly broken and distraught and angry with his teacher. Brakiss was eventually sought out by another fallen student from Skywalker's academy, Dolph, who had styled himself as Kueller, a violent warlord from the planet Almania. Kueller recruited Brakiss into a scheme to topple the New Republic, promising that they would get their revenge on Skywalker. Brakiss was assigned to the planet Telti, taking over its droid manufacturing centers, where he installed explosives in every droid manufactured at its facilities over the next two years. The cheap prices of the droids allowed Brakiss and Kueller to disseminate bombs under their control throughout the New Republic. In 17 ABY, they initiated their plan, orchestrating bombings on the moon of Pydyr and the Senate Hall of the galactic capital of Coruscant. When Kueller forced a showdown with the New Republic on Almania, he was unable to defeat the Republic forces arrayed against him, and was killed by Skywalker's sister, Chief of State Leia Organa Solo. Brakiss was forced to flee during the fallout, drifting through the galaxy over the next few years. He eventually found himself in the Deep Core, working as a neutral intermediary for the replacement warlords established there. When the Imperial Remnant signed a peace treaty with the New Republic, Brakiss and the Deep Core warlords refused to honor the peace accords and formed a splinter movement known as the Second Imperium. This new movement was allegedly led by a resurrected Emperor Palpatine. Under Palpatine, Brakiss was placed in charge of developing an army of Dark Jedi and the construction of a space station known as the Shadow Academy to train his new recruits. Brakiss developed his students as a counter to Skywalker's Jedi Praxeum, and once he had built up his army, he was charged by Palpatine to attack Yavin 4 and wipe out Skywalker's Jedi Order. However, the attack was soundly defeated, and in the aftermath, Brakiss discovered that "Palpatine" was a deception perpetrated by four Imperial Royal Guards. In his pursuit of revenge on the traitorous guards, Brakiss allowed one of them to escape, and the guard activated a self-destruct mechanism of the Shadow Academy. The space station exploded in a giant fireball, killing everyone aboard, including Brakiss.
BrakissCL 14
Medium Human noble 3/Jedi 4/Force adept 7 Dark Side 15 Init +13; Senses Perception +14 Languages Basic, High Galactic
Defenses Ref 27 (flat-footed 26), Fort 27, Will 30; Indomitable Personality hp 96; Threshold 27
Speed 6 squares Melee dueling lightsaber +15 (3d8+8) or Melee dueling lightsaber +15 (3d8+9) with both hands or Melee dueling lightsaber +13 (4d8+9) with Rapid Strike Ranged by weapon +12 Base Atk +11; Grp +12 Atk Options Rapid Strike Special Actions Adept Negotiator, Aggressive Negotiator, Combat Trickery, Empower Weapon, Force Interrogation, Indomitable Personality, Intimidator, Personal Affront Force Powers Known (Use The Force +15) dark rage, Force grip, Force lightning, mind trick, move object, surge Force Techniques Dominate Mind, Force Point Recovery, Improved Mind Trick
Abilities Str 12, Dex 13, Con 12, Int 12, Wis 14, Cha 16 Special Qualities build lightsaber, Inquisition Talents Adept Negotiator, Aggressive Negotiator, Cower Enemies, Empower Weapon, Force Interrogation, Inquisition, Noble Fencing Style, Personal Affront Feats Combat Trickery, Demoralizing Strike, Force Sensitivity, Force Training (2), Indomitable Personality, Intimidator, Rapid Strike, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, simple weapons) Skills Deception +15, Gather Information +15, Initiative +13, Knowledge (bureaucracy) +13, Knowledge (galactic lore) +13, Perception +14, Persuasion +15, Use the Force +15 Possessions dueling lightsaber
Title: Re: Zehn's Creations
Post by: ZehnWaters on May 19, 2022, 11:52:23 am
Commander Shepard, Spectre agent, savior of the Citadel, enemy of the Reapers
A veteran soldier of the Systems Alliance Navy, an N7 graduate of the Interplanetary Combatives Training (ICT) military program, and the first human Citadel Council Spectre, Shepard works to stop the Reapers, a sentient machine race dedicated to wiping out all advanced organic life.
CL 17 Medium Human soldier 7/elite trooper 10 Init +16; Senses Perception +14 Languages Basic, Bocce Defenses Ref 37 (flat-footed 33), Fort 37, Will 32; Indomitable Personality hp 156, Shoulder to Shoulder; DR 7+2 when within 10 squares of an ally, ; Threshold 37 Immune +5 to Damage Threshold against stun damage Speed 4 squares Melee omni-blade +18 (1d8+11) or Ranged commando special rifle +22 (3d10+10) or Ranged commando special rifle +17 (3d10+10) with autofire or Ranged commando special rifle +17 (4d10+10) with Rapid Shot or Ranged commando special rifle +23 (3d10+11) with Point Blank Shot Base Atk +17; Grp +20 Atk Options autofire (commando special rifle), Careful Shot, Comrades in Arms, Deadeye, Point Blank Shot, Precise Shot, Rapid Shot, Zero Range Special Actions Form Up, Full Advance, Hold Steady, Indomitable Personality Abilities Str 12, Dex 16, Con 14, Int 12, Wis 13, Cha 14 Special Qualities delay damage Talents Armored Defense, Comrades in Arms, Form Up, Full Advance, Hold Steady, Improved Armor Defense, Shoulder to Shoulder, Strength in Numbers, Weapon Specialization (rifles) Feats Armor Proficiency (light, medium), Careful Shot, Deadeye, Grand Army of the Republic Training, Indomitable Personality, Martial Arts I, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons), Zero Range Skills Endurance +15, Initiative +16, Jump +14, Knowledge (tactics) +14, Perception +14 Possessions Baragwin commando special rifle (tech specialist mod; +1 attack) with Improved energy cell, Katarn-class commando armor (+9 armor, +4 equipment; tech specialist mod: +2 Max Dexterity) with armor reinforcement and mesh underlay
Title: Re: Zehn's Creations
Post by: ZehnWaters on May 18, 2022, 02:33:46 pm
Kasumi Goto(Mass Effect 2 & 3) is one of the most skilled thieves and infiltrators in the entire galaxy. While she was willing to be hired for Shepard's suicide mission against the Collectors, she found herself well out of her depth during the Reaper Invasion. Though she wouldn't rejoin Shepard's crew, Shepard reminded Kasumi that the enemy leaves all kinds of expensive goods lying around in hidden depots and Kasumi agreed to help procure materiel for the war effort.
While charming and witty, Kasumi is fairly shy and prefers to spy on people than talk with them (Shepard being a notable exception).
CL 12 Medium Human scoundrel 7/scout 3/saboteur 2 Init +14; Senses Perception +12 Languages Basic, 3 unassigned
Defenses Ref 27 (flat-footed 24), Fort 24, Will 27; Advantageous Cover, Dodge hp 83; Threshold 24
Speed 6 squares Melee by weapon +8 Ranged blaster pistol +12 (3d6+6) or Ranged blaster pistol +13 (3d6+7) with Point Blank Shot Base Atk +8; Grp +11 Atk Options Cunning Attack, Point Blank Shot Special Actions Combat Trickery, Electronic Sabotage, Quick Draw
Abilities Str 10, Dex 17, Con 12, Int 16, Wis 12, Cha 12 Special Qualities Bad Feeling Talents Device Jammer, Electronic Forgery, Electronic Sabotage, Hidden Movement, Improved Stealth, Security Slicer, Virus Feats Advantageous Cover, Bad Feeling, Combat Trickery, Cunning Attack, Dodge, Friends in Low Places, Point Blank Shot, Quick Draw, Skill Focus (Deception, Stealth, Use Computer), Weapon Proficiency (pistols, rifles, simple weapons) Skills Acrobatics +14, Deception +17 (may Use Computer +19 to create deceptive appearance with forged electronic documents instead), Gather Information +12, Initiative +14, Knowledge (bureaucracy) +9 (may use Gather Information +12 to acquire licenses for restricted or military goods instead), Mechanics +14 (may Use Computer +19 to disable a computerized device instead), Perception +12, Stealth +24 (may reroll but must keep the result of the reroll even if worse), Use Computer +19 Possessions ABC scrambler, anti-security blade, Miniaturized blaster pistol (tech specialist mod; +1 attack), com scrambler, computer spikes, concealed holster, earbud comlink, restraining bolt, stealth field generator, Xcalq-3GA "Slicer Special" portable computer
Title: Re: Zehn's Creations
Post by: ZehnWaters on May 15, 2022, 01:02:25 pm
Ans Iig, Gran sniperCL 13
Medium Gran scout 4/soldier 3/vanguard 3/gunslinger 3 Background Event: Imprisoned (Gather Information) Init +14; Senses darkvision, Enhanced Vision; Perception +15 Languages Advb, Basic, Bocce, Gran Defenses Ref 33 (flat-footed 30, with Sniper Shot 28), Fort 31, Will 27 hp 112; Threshold 31 Speed 6 squares Melee by weapon +12 Ranged commando special rifle +18 (3d10+6) or Ranged commando special rifle +20 (3d10+6) with Sniper Shot or Ranged commando special rifle +19 (3d10+7) with Point Blank Shot Base Atk +12; Grp +15 Atk Options Careful Shot, Deadeye, Extended Ambush, Far Shot, Mark the Target, Point Blank Shot, Precise Shot, Precision Shot, Sniper, Sniper Shot Special Actions Draw a Bead, Quick Draw, Shake it Off Abilities Str 10, Dex 17, Con 14, Int 14, Wis 14, Cha 10 Special Qualities surprise attack +1, target awareness, triple vision, trusty sidearm +1 Talents Armored Defense, Draw a Bead, Enhanced Vision, Extended Ambush, Improved Armor Defense, Improved Stealth, Mark the Target, Precision Shot Feats Armor Proficiency (light), Careful Shot, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Sniper, Sniper Shot, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons) Skills Endurance +13, Gather Information +11, Initiative +14, Mechanics +13, Perception +15, Stealth +14 (may reroll but must keep the result of the reroll even if worse), Survival +13 Possessions commando special rifle with Rangefinder (autofire stripped), light battle armor (+6 armor, +2 equipment; tech specialist mod: +1 Reflex Defense)
Title: Re: Zehn's Creations
Post by: ZehnWaters on May 01, 2022, 05:23:54 pm
Another background (https://www.artstation.com/artwork/VgKZ25)ship. I really liked this one because it's a Quarren ship, which we don't see often.
Quarren Longfin Corvette Colossal (Frigate) Capital Ship Init: -1; Perception: +6 Defense Ref: 15(12), Fort: 39; +12 armor hp 700; DR 15; SR 90; Threshold 139 Speed fly 3 squares (starship scale) Ranged 3 Double Heavy Laser Cannons +4 (see below) and Light Turbolaser Battery +14 (see below) Cover Total; Grp +51 Abilities STR 69, DEX 16, CON --, INT 14 Skills Initiative -1, Pilot -1, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6 Crew 2 (Skilled); Passengers 24 Cargo 100 tons; Consumables 2 months Carried Craft 1 point Hyperdrive x1 (backup x12) Double Heavy Laser Cannons (Gunner) Atk +4 (-1 autofire) (-16 vs. targets smaller than Colossal), Dmg 6d10x2 Light Turbolaser Battery (6 gunners) Atk +14 (-6 vs. targets smaller than Colossal), Dmg 3d10x5
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 30, 2022, 09:45:30 pm
I noticed some time ago that there were a lot of background ships in ESB that never got made more clear. Until Mr. E.C. Henry (https://www.artstation.com/artwork/qAYKKR) came along and created models based on what they look like Video (https://youtu.be/g5b0cxF8HOE).
Here's my first set of stats:
Mon Calamari Corvette Colossal (Frigate) Capital Ship Init: +0; Perception: +6 Defense Ref: 16(12), Fort: 34; +12 armor hp 600; DR 15; SR 125; Threshold 134 Speed fly 3 squares (starship scale) Ranged 2 Double Medium Turbolasers Batteries +11 (see below) and 2 Optional Fire-Linked Heavy Concussion Missile Launcher +5 (see below) Cover Total; Grp +46 Abilities STR 58, DEX 18, CON --, INT 16 Skills Initiative +0, Pilot +0, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6 Crew 50 (Skilled); Passengers 200 Cargo 2000 tons; Consumables 1 year Carried Craft 6 points Hyperdrive x1 (backup x10) Double Medium Turbolasers Battery (4 gunners) Atk +11 (-9 vs. targets smaller than Colossal), Dmg 6d10x5 Optional Fire-Linked Heavy Concussion Missile Launcher (Gunner) Atk +5 (-15 vs. targets smaller than Colossal), Dmg 10d10x5, 4-square splash Accessories Regenerating Shields
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 29, 2022, 11:19:27 am
Xim the Despot was a Human male from Argai and one of the most notorious pre-Galactic Republic tyrants. By the age of only twenty, he had benefited from the holdings of his father, the Pirate-King Xer VIII, and conquered a vast interstellar empire in the Tion Cluster.
Following the Third Battle of Vontor, Xim was captured by his enemy Kossak Inijic Ar'durv, self-proclaimed leader of the Hutt clans. Eventually, the despot ended up dying in the Hutt's jails. Although Xim's reign only lasted from about 25,130 BBY to 25,100 BBY, his legacy remained firm through the secret guild of the GenoHaradan and the legends of his lost treasure.
CL 13 Medium noble 7/officer 6 Init +13; Senses Perception +12 Languages Basic, Bocce, High Galactic, 3 unassigned
Defenses Ref 27 (flat-footed 25), Fort 24, Will 28 hp 84; Threshold 24
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 29, 2022, 10:42:22 am
General Kossak Inijic Ar'durv, Kossak the Hutt, High Exaltedness Kossak, Devourer of Despots was a Hutt famously known for defeating Xim the Despot at the climax of the Xim Wars in 25,100 BBY. Kossak was the one Hutt leader to put aside internal squabbles and take action against the threat of Xim's burgeoning empire. Proclaiming himself as the commander of the Hutt clans, Kossak united his divided species and declared war on Xim. Using Xim's own underhand tactics against him, Kossak effectively fought the Despot for several years.
After suffering huge losses in a clash at Vontor, Kossak enlisted the service of the Vodran, Nikto, and Weequay species and triumphed over Xim in a final confrontation on the same world. Xim was captured and sent to Kossak's dungeons on Varl.
CL 20 Large Hutt noble 7/crime lord 10/officer 3 Destiny Champion 2; Dark Side 9 Init +14; Senses Perception +16 Languages Aqualish, Baragwin, Basic, Bocce, Huttese, Klatooinian, Nikto, Vodran, Weequay
Defenses Ref 30 (flat-footed 30), Fort 32, Will 37; Indomitable Personality hp 147; Threshold 37 Immune +5 to Will Defense against mind-affecting Force powers, being tripped or knocked prone, +5 to Will Defense against Deception and Persuasion
Speed 2 squares Melee by weapon +17 Ranged sidearm blaster +14 (3d6+10) Fighting Space 2x2; Reach 1 square Base Atk +15; Grp +22 Special Actions Assault Tactics, Born Leader, Combat Trickery, Coordinated Attack, Demand Surrender, Distant Command, Fluster, Indomitable Personality, Intimidating Defense, Intimidator, Presence, Tactical Superiority
Abilities Str 14, Dex 9, Con 14, Int 16, Wis 13, Cha 17 Special Qualities command cover +6, share talent (Demand Surrender) Talents Assault Tactics, Born Leader, Demand Surrender, Distant Command, Distress to Discord, Fluster, Inspire Fear I, Inspire Fear II, Inspire Fear III, Intimidating Defense, Legendary Commander, Notorious, Presence, Tactical Superiority, Weaken Resolve, Wealth Feats Combat Trickery, Coordinated Attack, Force of Personality, Friends in Low Places, Indomitable Personality, Intimidator, Linguist, Skill Focus (Deception, Knowledge [tactics], Persuasion), Unwavering Resolve, Weapon Proficiency (pistols, simple weapons) Skills Deception +23, Gather Information +18, Initiative +14, Knowledge (bureaucracy) +18 (may use Gather Information +18 to acquire licenses for restricted or military goods instead), Knowledge (galactic lore) +18, Knowledge (social sciences) +18, Knowledge (tactics) +23, Perception +16, Persuasion +23 (may reroll to intimidate and keep the better result) Possessions sidearm blaster
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 28, 2022, 11:50:05 am
"Pers Pradeux joined the Republic Navy when it was a bastion of the Pius Dea religion, and rose to the rank of Admiral: for nearly a thousand years beforehand, the Republic Navy had been the tool of the theocrats controlling the Galactic Republic to launch Crusades against the alien species of the Rim. By the 10,900s BBY, however, a heresy stoked by Jedi and Caamasi agents was circulating throughout the Pius Dea Republic, and Pradeux became influenced by Renunciate thought. Admiral Pradeux became part of the conspiracy to overthrow Pius Dea and restore the Republic.
Pradeux discovered the secret colony of Prefsbelt IV, founded by Republic citizens fleeing the Pius Dea, and used the world as a secret base and a retreat for his fellow Renunciate naval officers while plotting the overthrow of the Pius Dea Faithful.
Following the Battle of Uquine in 10,966 BBY and the collapse of Pius Dea rule, Pradeux and his colleagues held meetings on Prefsbelt to plan the reorganization and rebuilding of the Republic Navy.
Owing to his role in restoring the Republic Navy after the defeat of the Pius Dea, Pradeux became remembered as the "Father of the Navy", with Castle Pradeux on Prefsbelt named for him.
After his death, Pradeux's body was entombed in the Naval Crypt, a few kilometers from Castle Pradeux. As a tradition, the night before graduation from the Prefsbelt IV Naval Academy, navy midshipmen would walk from Castle Pradeux to the Crypt and pledge their dedication to the service." -Wookieepedia
Because Pers' race is never mentioned, I chose to make him a Zabrak.
CL 12 Medium Zabrak (middle aged) noble 7/officer 5 Init +12; Senses heightened awareness; Perception +13 Languages Basic, Binary, Bothese, High Galactic, Huttese, Mrlsstese, Zabrak
Defenses Ref 26 (flat-footed 25), Fort 24, Will 29; Unwavering Focus hp 84; Threshold 24
Speed 6 squares Melee by weapon +10 Ranged sidearm blaster +12 (3d6+6) Base Atk +10; Grp +11 Atk Options Blaster Barrage, Coordinated Barrage Special Actions Born Leader, Coordinated Attack, Demand Surrender, Distant Command, Grand Leader, Presence, Stand Tall
Abilities Str 10, Dex 12, Con 12, Int 15, Wis 14, Cha 16 Special Qualities command cover +2, share talent (Presence, Demand Surrender), Stalwart Subordinates Talents Born Leader, Demand Surrender, Distant Command, Grand Leader, Legendary Commander, Presence, Stalwart Subordinates Feats Blaster Barrage, Coordinated Attack, Coordinated Barrage, Linguist, Skill Focus (Knowledge [tactics]), Skill Training (Knowledge [bureaucracy]), Stand Tall, Unwavering Focus, Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons) Skills Deception +14, Endurance +12, Initiative +12, Knowledge (bureaucracy) +13, Knowledge (tactics) +18, Perception +13 (may reroll but must keep the result of the reroll even if worse), Persuasion +14, Pilot +12, Use Computer +13 Possessions basic datapad, code cylinder, long-range comlink, sidearm blaster
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 26, 2022, 10:11:46 pm
"You have reached the portal desolate, Jedi. I sense your despair at the sights you have seen and at the dire memories thus awakened. Enter! Step within and see the face of your nemesis, your just accuser… behold, Jedi… behold the vengeful remains of Rur, High Shaman of the Order of the Terrible Glare!" ―Rur High Shaman Rur Rur was the High Shaman of the Terrible Glare during the time of the Order of the Terrible Glare's war with the Jedi Order thousands of years before the Galactic Civil War. Although Rur physically died with the rest of his order when the Jedi ruined their homeworld of Garn, a semblance of his mind survived, downloaded into a computer in his citadel. CL 16
Medium Human Jedi 7/Force adept 5/Force disciple 4 Dark Side 16 Init +9; Senses Perception +16 Languages Basic, High Galactic
Defenses Ref 30 (flat-footed 29), Fort 30, Will 40 hp 113; Threshold 30 Immune mind-affecting effects
Speed 6 squares Melee archaic lightsaber +15 (2d6+9) or Melee archaic lightsaber +15 (2d6+10) with both hands or Melee archaic lightsaber +10/+10 (2d6+10) with Double Attack Ranged by weapon +14 Base Atk +13; Grp +14 Atk Options Attack Combo (Melee), Double Attack (lightsabers), Relentless Attack (lightsabers) Special Actions Aversion, Illusion, Influence Savant 1/encounter, Phantasm Force Powers Known (Use The Force +20) dark rage, farseeing, memory walk, mind shard, mind trick (2), move object, technometry Force Techniques Force Point Recovery, Improved Mind Trick Force Secrets Corrupted Power, Enlarged Power, Quicken Power
Abilities Str 12, Dex 12, Con 13, Int 12, Wis 17, Cha 15 Special Qualities build lightsaber, Perfect Telepathy, prophet Talents Aversion, Illusion, Illusion Bond, Influence Savant, Krath Illusions, Perfect Telepathy, Phantasm, Psychic Citadel, Telepathic Intruder Feats Attack Combo (Melee), Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (2), Relentless Attack (lightsabers), Skill Focus (Mechanics, Use Computer, Use the Force), Tech Specialist, Weapon Proficiency (lightsabers, simple weapons) Skills Mechanics +19, Perception +16 (may reroll to sense deception or influence and keep the better result), Use Computer +19, Use the Force +20 Possessions archaic lightsaber
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 24, 2022, 09:24:16 pm
Biel Ductavis was a male Jedi Master who led the Jedi Order as its Grand Master at the end of the Pius Dea Crusades, a series of conflicts that began in 11,965 BBY and lasted for nearly one millennium. When the Order suspended the Galactic Senate following the arrest of Supreme Chancellor Contispex XIX in 10,966 BBY, Ductavis was installed as the leader of the Galactic Republic in an attempt to rebuild the galactic government.
(I know the picture is from the wrong era but it's the best I could do. Biel's species isn't listed so I chose a Pau'an because of their propensity for administration.)
Ductavis also served as the Grand Master of the Jedi Order during his tenure, leading both the Republic and the Jedi Order. During his lifetime, Ductavis created a holocron that became known as the Ductavis Holocron, and it was stored in the vaults beneath the Great Jedi Library on Ossus after his eventual death. However, when Ossus was evacuated prior to the Cron Supernova that destroyed the Library, the Jedi were unable to open the vault containing the Ductavis Holocron, so it and the vault were buried beneath rubble.
CL 19 Medium Pau'an Jedi 9/Jedi Knight 4/Jedi Master 4/noble 2 Init +10; Senses low-light vision; Perception +17 Languages Basic, Caamasi, Durese, Herglese, High Galactic, Huttese, Utapese Background Occupation: Politics Defenses Ref 33 (flat-footed 32), Fort 32, Will 35; At Peace, Indomitable Personality hp 138; Threshold 32 Immune fear effects
Speed 6 squares Melee Jedi sword+22 (1d8+10) or Melee Jedi sword +22 (1d8+11) with both hands or Melee Jedi sword +17 (2d8+11) with Rapid Strike Ranged by weapon +19 Base Atk +18; Grp +19 Atk Options Rapid Strike, Swarm Special Actions At Peace, Battle Meditation, Coordinated Attack, Improved Battle Meditation, Indomitable Personality, Inspire Confidence, Intimidator, Jedi Battle Commander, Master Negotiator, serenity, Skilled Advisor Force Powers Known (Use The Force +23) enlighten, farseeing, Force disarm, Force stun, Force thrust, mind trick, move object, prescience Force Techniques Force Point Recovery, Improved Mind Trick Force Secrets Distant Power, Enlarged Power, Quicken Power
Abilities Str 12, Dex 12, Con 10, Int 15, Wis 16, Cha 18 Special Qualities authority, build lightsaber Talents Adept Negotiator, At Peace, Battle Meditation, Greater Weapon Focus (Jedi sword), Improved Battle Meditation, Inspire Confidence, Jedi Battle Commander, Master Advisor, Master Negotiator, Skilled Advisor Feats Coordinated Attack, Demoralizing Strike, Force Boon, Force Sensitivity, Force Training (2), Indomitable Personality, Intimidator, Linguist, Rapid Strike, Skill Focus (Knowledge [bureaucracy], Persuasion, Use the Force), Swarm, Weapon Focus (Jedi sword), Weapon Proficiency (simple weapons) Skills Deception +15, Gather Information +15, Knowledge (bureaucracy) +21, Perception +17, Persuasion +23, Use the Force +23 Possessions Jedi sword (may add Force Point roll to damage)
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 18, 2022, 10:45:37 pm
Resistance Transport Cobbled together by Resistance technicians from parts with different purposes and origins. The ship was controlled from a repurposed B-wing Mark II cockpit module that was locked in place and restructured to allow for a docking hatch. Engine pods were taken from Republic-era Montura-class shuttles, as they were sturdy and reliable. Faster-than-light travel was allowed thanks to two Sienar-Jaemus Fleet Systems S/min-12a hyperdrive, a miniaturized model engineered on the First Order designs. Passengers traveled inside two modular compartments found aboard freighters and cut-price starliners. These compartments were connected and encased with a shell of surplus hull plating. Cockpit was linked to passenger area thanks to a tunnel. Cockpit and weapons pod were protected by deflector shield generators salvaged from B-wings, while their overlapping fields shielded passenger compartments. Gargantuan Starfighter Init: +2; Perception: +6 Defense Ref: 14(13), Fort: 28; +8 armor hp 170; DR 10; SR 30; Threshold 48 Speed fly 16 squares (max. velocity 1000 km/h), fly 4 squares (starship scale) Ranged Heavy Laser Cannon +3 (see below) Cover Total; Grp +35 Abilities STR 46, DEX 12, CON --, INT 12 Skills Initiative +2, Pilot +2, Perception +6, Mechanics (Engineer) +6, Mechanics (Sys.Op.) +6, Use Computer +6 Crew 1 plus Astromech Droid (Skilled); Passengers 20 Cargo 1 ton; Consumables 2 weeks Carried Craft None Hyperdrive x1.5 Enhanced Heavy Laser Cannon (Gunner)* Atk +3, Dmg 6d10x2
*The standard armament consisted in a Gyrhil R-9X heavy laser cannon, but sometimes other weapons were added: an ion cannon, a proton torpedo launcher and two autoblasters beneath the cockpit.
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 15, 2022, 09:36:05 pm
The UT-60D U-wing starfighter/support craft
The only Disney Star Wars ship I feel REALLY matches the setting. I adore this ship. I wasn't a fan of how the SAGA Edition wiki categorized it as a "transport". I figured it would be like a Y-Wing "Courier" so I used that as the base and made change-ups based on it's official stats on Wookieepedia.
Also known as the UT-60D, U-wing, or UT-60D U-wing Troop Transport, was a transport/gunship model manufactured by Incom Corporation and used by the Alliance to Restore the Republic during the Galactic Civil War. Used to drop troops into battle, and provide cover fire for them, U-wings were pivotal in transport and protection of the Rebel Alliance's ground forces during the Battle of Scarif.
U-wing starfighter/support craft Gargantuan Starfighter Init: +4; Perception: +6 Defense Ref: 15(12), Fort: 26; +7 armor hp 120; DR 10; SR 25; Threshold 46 Speed fly 16 squares (max. velocity 950 km/h), fly 4 squares (starship scale) Ranged Medium Laser Cannon +7 (see below) and Docking gun - E-Web repeating blaster +5 (see below) Cover Total; Grp +33 Abilities STR 42, DEX 16, CON --, INT 16 Skills Initiative +4, Pilot +4, Perception +6, Mechanics (Engineer) +13, Mechanics (Sys.Op.) +13, Use Computer +13 Crew 2 (Skilled); Passengers 8 Cargo 800 kg; Consumables 2 weeks Carried Craft None Hyperdrive x1 (backup x15), Navicomputer Availability Military Cost 65,000 credits Medium Laser Cannon (Pilot) Atk +7 (+2 autofire), Dmg 4d10x2 Docking gun - E-Web repeating blaster (Gunner)* Atk +5 (+0 autofire), Dmg 3d12
*This can be swapped out for a repeating ion cannon or any other heavy personal weapon.
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 11, 2022, 05:27:33 pm
Aw! Thanks to whomever is reposting my stats on the Saga Edition Wiki! I'm glad they impress you.
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 09, 2022, 07:46:35 pm
Poe Dameron, Child of the Rebellion, Agent of the Resistance, Pilot of the New Republic Poe Dameron retains his history from the Disney canon. The child of members of the Rebel Alliance, Poe was taught how to fly by his pilot mother at a young age. Poe grew up idolizing Princess Leia and was easily convinced to join her paramilitary group when she left the New Republic to oppose the First Order. When open war broke out between the New Republic and the First Order he returned to active military service, though he retained contact with his friend Finn (who had joined the Jedi Order). CL 12 Medium Human soldier 3/scoundrel 4/ace pilot 5 Init +14; Senses Perception +11 Languages Basic, Binary Defenses Ref 29 (flat-footed 26), Fort 27, Will 23; Elusive Dogfighter, Vehicle Dodge +2, Vehicular Combat hp 118; Threshold 27 Speed 6 squares Melee by weapon +10 Ranged sidearm blaster +12 (3d6+6) or Ranged sidearm blaster +13 (3d6+7) with Point Blank Shot Base Atk +9; Grp +12 Atk Options Careful Shot, Comrades in Arms, Deadeye, Point Blank Shot, Precise Shot Special Actions Battle Analysis, Combat Reflexes, Elusive Dogfighter, Hyperdriven Starship Maneuvers (Pilot +19) evasive actions Abilities Str 13, Dex 16, Con 14, Int 13, Wis 11, Cha 12 Talents Battle Analysis, Comrades in Arms, Elusive Dogfighter, Hyperdriven, Relentless Pursuit, Renowned Pilot, Spacehound Feats Armor Proficiency (light, medium), Careful Shot, Combat Reflexes, Deadeye, Point Blank Shot, Precise Shot, Skill Focus (Pilot), Starship Tactics, Unified Squadron, Vehicular Combat, Vehicular Surge, Weapon Proficiency (pistols, rifles, simple weapons) Skills Endurance +13, Initiative +14, Knowledge (tactics) +12, Perception +11, Pilot +19 (may reroll to initiate a dogfight and keep the better result; up to +21 alongside other specialists) Possessions flight suit (+0 armor, +1 equipment), hip holster, sidearm blaster
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 01, 2022, 10:28:43 am
Kaah Ohtok
While Revan and Meetra seek to neutralized the True Sith Empire, Meetra's "Lost Jedi" seek to rebuild the order; bringing together any of the Purge survivors and recruiting Force-Sensitives from across the galaxy. Kaah Ohtok was a character cut from the game KotOR II. He was supposed to be Lonna Vash's apprentice, with whom she had a Force Bond. Speculation by fans was that he was either a Human or a Twi-lek but I felt it would work just as well to make him a Chadra-Fan (a race present in the game).
Kaah Ohtok was a very skilled mechanic and was found by Meetra on the planet of M4-78 a legendary "droid planet". Kaah assumed Meetra and his companions were the one responsible for Lonna's death and sent his droids to attack them. After Meetra neutralized the droids and unmasked their master, Kaah realized his mistake.
With the shadow assault by the Sith Assassins ended, Kaah was asked to rejoin the Jedi Order.
CL 12 Small Chadra-Fan Jedi 8/Jedi Knight 4 Init +14; Senses darkvision, heightened awareness; Perception +13 Languages Basic, Binary, Bocce, Chadra-Fan, Mon Calamarian, Ryl Background: Occupation: Technology Defenses Ref 28 (flat-footed 25), Fort 24, Will 26; Block, Brilliant Defense, Deflect, Dodge, Soresu hp 101; Threshold 24
Speed 4 squares Melee lightsaber +19 (3d8+5 ion) Ranged by weapon +15 Base Atk +12; Grp +10 Atk Options Defensive Acuity Special Actions Brilliant Defense Force Powers Known (Use The Force +12) drain energy, ionize, technometry Force Techniques Improved Ionize, Improved Technometry
Abilities Str 8, Dex 16, Con 10, Int 18, Wis 14, Cha 12 Special Qualities build lightsaber Talents Block, Clear Mind, Defensive Acuity, Deflect, Greater Weapon Focus (lightsabers), Soresu Feats Brilliant Defense, Dodge, Droidcraft, Expert Droid Repair, Force Sensitivity, Force Training, Superior Tech, Tech Specialist, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Initiative +14, Knowledge (technology) +15, Mechanics +17 (jury-rigged droids and devices gain +1d8 hit points), Perception +13 (may reroll but must keep the result of the reroll even if worse), Stealth +14, Use Computer +15, Use the Force +12 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse) Possessions: lightsaber, mechanical interface visor
Title: Re: Zehn's Creations
Post by: ZehnWaters on March 26, 2022, 01:04:40 am
Darth Sinestro The most powerful and talented of the True Sith warlords, Darth Sinestro is Revan's greatest threat. Cold and calculating, Sinestro (like Revan) is smart enough to use dangerous and powerful Force artefacts with care and moderation. Meanwhile his rivals drop like flies as they are driven to desperation to compete and take risks that inevitably fail. CL 20
Medium near-Human Jedi 7/Sith apprentice 6/Sith Lord 3/noble 4 Init +16; Senses Perception +19 Languages Basic, Bothese, High Galactic, Sith, 5 unassigned
Defenses Ref 36 (flat-footed 33), Fort 35, Will 37; Block, Brilliant Defense, Deflect, Resolute Stance, Soresu hp 195; Threshold 35 Immune fear effects, +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares Melee lightsaber +25 (2d8+13) or Melee lightsaber +25 (2d8+14) with both hands Ranged by weapon +20 Base Atk +19; Grp +20 Atk Options Cunning Attack, Defensive Acuity Special Actions Born Leader, Brilliant Defense, Combat Trickery, Intimidator, Redirect Shot, Riposte, Silver Tongue, temptation Force Powers Known (Use The Force +23) dark rage, fear, Force grip, Force lightning, mind trick, move object, rebuke, resist Force Force Techniques Dominate Mind, Force Point Recovery, Improved Force Lightning Force Secrets Corrupted Power, Multitarget Power
Abilities Str 13, Dex 13, Con 14, Int 17, Wis 18, Cha 17 Special Qualities build lightsaber Talents Affliction, Block, Born Leader, Defensive Acuity, Deflect, Improved Riposte, Noble Fencing Style, Redirect Shot, Riposte, Soresu, Stolen Form, Weapon Specialization (lightsabers) Feats Brilliant Defense, Combat Trickery, Cunning Attack, Demoralizing Strike, Dreadful Countenance, Force Sensitivity, Force Training (2), Intimidator, Linguist, Predictive Defense, Resolute Stance, Silver Tongue, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Deception +18, Initiative +16, Knowledge (tactics) +18, Perception +19, Persuasion +18 (may reroll to activate a fear effect but must keep the result of the reroll even if worse; can intimidate or change attitude as a standard action), Use the Force +23 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to activate a fear effect but must keep the result of the reroll even if worse) Possessions all-temperature cloak, lightsaber
Title: Re: Zehn's Creations
Post by: ZehnWaters on March 26, 2022, 12:00:48 am
Head-Canon Meetra Surik Essentially male Meetra Surik (Disciple joined him as well, however; romanced no one). Meetra came to Revan's aid, bringing the best and brightest of the galaxy's Force-users while leaving his old companions behind, save one: Atton Rand. There was just one problem, Atton had died on Malachor V. Meetra, however, was unable to let his friend go. All of Meetra other friends were either dead or had betrayed him (or both) and his followers were establishing the new Jedi Order. Meetra couldn't endure another loss and the Force wound he still carried within him allowed Meetra to, subconsciously, hold Atton's spirit on this plane of existence. Only with Revan's help was he finally able to let go and heal the last remnants of the Force wound of Malachor V.
Meetra and Revan are, in many ways, opposites. Where Revan is a distant, calculating icon, Meetra is personable and outgoing. In the Force, Revan was a brilliant supernova, while Meetra was (until healing his wound) a black hole. Both engendered the most loyal of followers.
CL 15 Medium Human Jedi 7/Jedi Knight 6/Jedi Master 2 Init +14; Senses Perception +15 Languages Basic, Shyriiwook
Defenses Ref 31 (flat-footed 28, with Flurry 26), Fort 29, Will 31; Block, Deflect, Shii-Cho hp 149; Threshold 29 Immune fear effects
Speed 6 squares Melee lightsaber +20 (2d8+12) or Melee lightsaber +20 (2d8+14) with both hands or Melee lightsaber +22 (2d8+14) with Flurry or Melee lightsaber +15/+15 (2d8+14) with Double Attack or Melee lightsaber +10/+10/+10 (2d8+14) with Triple Attack or Melee combat gloves +17 (1d6+15) or Melee combat gloves +19 (1d6+15) with Flurry Ranged by weapon +17 Base Atk +15; Grp +17 Atk Options Critical Strike, Double Attack (lightsabers), Echani Training, Flurry, Triple Attack (lightsabers) Special Actions Battle Meditation, Force Warning, Guiding Strikes, Improved Battle Meditation, serenity Force Powers Known (Use The Force +21) battle strike, enlighten, farseeing, Force slam, ionize, mind trick, move object, surge Force Techniques Improved Battle Strike, Improved Enlighten, Improved Force Slam Force Secrets Multitarget Power
Abilities Str 15, Dex 14, Con 13, Int 12, Wis 16, Cha 18 Special Qualities build lightsaber Talents Battle Meditation, Block, Deflect, Force Warning, Guiding Strikes, Improved Battle Meditation, Shii-Cho, Telepathic Link Feats Critical Strike, Double Attack (lightsabers), Echani Training, Flurry, Force Sensitivity, Force Training (2), Martial Arts I, Skill Focus (Use the Force), Triple Attack (lightsabers), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Initiative +14, Mechanics +13, Perception +15, Use the Force +21 Possessions: combat gloves, lightsaber, hip holster
Title: Re: Zehn's Creations
Post by: ZehnWaters on March 25, 2022, 11:42:07 pm
Head-Canon Revan Essentially female, light-side Revan. But I HEARTILY dislike TOR so I wrote my own post-KotOR 2 (split between Revan's adventures in the True Sith Empire and the rebuilding of the Jedi Order in the Republic). When Revan went into the Unknown Regions, she sent T3-M4 and HK-47 to retrieve her most trusted general, Meetra Surik (a male for me). Meetra, after dealing with the Sith Triumvirate, retrieved masters of various Force-using traditions and returned to his good friend. When they arrived they found Revan had already killed the Sith Emperor in a daring assassination, and now had to deal with the embattled warlords who were equally dangerous, though less knowledgeable and powerful. Revan would not return home until the True Sith Empire was in shambles and no longer a threat to the Republic.
Revan CL 20 Medium Human soldier 3/Jedi 4/Jedi Knight 10/Jedi Master 3 Destiny (Destruction (True Sith Empire)) DP 4 Init +18; Senses Perception +19 Languages Basic, High Galactic, Huttese, Sith; language absorption
Defenses Ref 39 (flat-footed 36), Fort 42, Will 44; Block, Deflect, Indomitable Personality hp 260; DR 2; Threshold 42 Immune fear effects, +5 to Fortitude Defense against extreme heat and cold effects
Speed 4 squares Melee lightsaber +27 (2d8+20/19-20/x3) or Melee lightsaber +27 (2d8+21/19-20/x3) with both hands or Melee lightsaber +22/+22 (2d8+21/19-20/x3) with Double Attack Ranged by weapon +23 Base Atk +20; Grp +23 Atk Options Critical Strike, Double Attack (lightsabers), Triple Crit (Lightsaber), Vaapad Special Actions Adversary Lore, Indomitable Personality, Juyo, Know Weakness, serenity Force Powers Known (Use The Force +26) battle strike, enlighten, farseeing, Force thrust, ionize, mind trick, move object, rebuke, surge, valor Force Techniques Force Point Recovery, Improved Force Thrust, Improved Ionize, Improved Valor, Language Absorption Force Secrets Multitarget Power, Quicken Power
Abilities Str 13, Dex 17, Con 14, Int 16, Wis 18, Cha 22 Special Qualities build lightsaber Talents Adversary Lore, Armored Defense, Block, Deflect, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Improved Armor Defense, Juyo, Know Weakness, Vaapad, Weapon Specialization (lightsabers) Feats Armor Proficiency (light, medium), Critical Strike, Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (2), Grand Army of the Republic Training, Indomitable Personality, Skill Focus (Use the Force), Strong in the Force, Tech Specialist, Triple Crit (Lightsaber), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) Skills Initiative +18, Knowledge (tactics) +18, Knowledge (technology) +18, Mechanics +18, Perception +19, Use Computer +18, Use the Force +26 Possessions all-temperature cloak, Echani lightsaber, encrypted long-range comlink with holo capability, hip holster, Star Forge armor (+6 armor, +7 equipment, DR 2)
Title: Re: Zehn's Creations
Post by: ZehnWaters on February 25, 2021, 05:08:29 pm
Jaina "Rey" Solo, Sword of the Jedi, Inheritor of Destiny, Daughter of Leia Organa and Han Solo, Guardian of the New Republic After the tragic death of her younger brother, Anakin, in the line of duty and the disappearance of her twin brother, Jacen, Jaina's idyllic world came crashing down around her. Unable to cope with the tragedy and sudden pressure to perform the duties of three children, Jaina likewise disappeared. Traveling to the planet of Jakku, with its mountainous highland desert, Jaina, now going by the name Rey, cuts herself off from the Force and settles into a quiet, isolated existence. But destiny was not content to leave "Rey" alone. Within a few short years a New Republic pilot, an ex-First Order trooper, and a droid drag her back into the conflicts of the galaxy. While helping them get to safety she is captured by Kylo Ren who reveals himself to be her twin brother and attempts to interrogate her, mocking her for running from her destiny and trying to cut herself off from the Force. When Leia's small resistance group launches an attack upon the New Order base, Jaina seizes her chance to escape. Reunited with Finn and her father they, after a brief scuffle with Kylo Ren, escape.
Jaina attempts to embrace her destiny but finds that her skills have plateaued. When Jacen uses their shared bond to track her down and attack the hidden Jedi enclave on Ach-To, Jaina fears she's a liability and leaves her companions. Attempting to keep hidden in a crowd, Jaina travels to the glitzy ecumenopolis of Canto Bight on the border of First Order territory. But, again, Jaina finds she cannot escape her destiny when she runs into her estranged cousin, Ben Skywalker. He refuses to stop following her around and ultimately helps her to realize that she's still afraid of what her destiny as Sword of the Jedi means. Jaina goes into the ruined depths of the city to confront her own demons. She learns to accept Anakin's death but still struggles to embrace her destiny. Nevertheless the Force leads her to the decayed remains of a lightsaber which contain a powerful crystal. Returning to the surface Jaina rebuilds her lightsaber and, with Ben's help, learns to block Jacen's tracking of her. Realizing she must confront the powerful leader of the First Order, Supreme Leader Snoke, Jaina makes a daring raid of the First Order capital. Making it all the way to the throne room only to have Jacen reveal himself to be the real leader of the First Order. Fighting his powerful illusions and distractions, Jaina centers herself and uses the Force to determine Jacen's true location. Her strike is true and Jacen falls dead. Jaina returns to her remaining family and friends.
Medium Human Jedi 8/Jedi Knight 7 Destiny 4; Force 13, Strong in the Force Init +15; Senses Improved Sense Surroundings; Perception +13 Languages Basic, Binary, Shyriiwook
Defenses Ref 30 (flat-footed 27), Fort 28, Will 28; Block, Deflect hp 150; second wind +37/75; Threshold 28 Immune +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares Melee lightsaber +20 (2d8+12/19-20/x3) or Melee lightsaber +20 (2d8+13/19-20/x3) with both hands or Melee lightsaber +15/+15 (2d8+13/19-20/x3) with Double Attack Ranged by weapon +18 Base Atk +15; Grp +18 Atk Options Critical Strike, Double Attack (lightsabers), Triple Crit (Lightsaber), Vaapad Special Actions Juyo, Riposte Force Powers Known (Use The Force +13) battle strike, move object, prescience, resist Force, shatterpoint, surge Force Techniques Force Point Recovery, Improved Sense Surroundings, Improved Shatterpoint
Abilities Str 12, Dex 16, Con 12, Int 14, Wis 13, Cha 12 Special Qualities build lightsaber Talents Block, Deflect, Greater Weapon Focus (lightsabers), Juyo, Masterwork Lightsaber, Riposte, Vaapad, Weapon Specialization (lightsabers) Feats Critical Strike, Double Attack (lightsabers), Force Sensitivity, Force Training (2), Scavenger, Skill Focus (Mechanics), Strong in the Force, Tech Specialist, Triple Crit (Lightsaber), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Initiative +15, Mechanics +19, Perception +13, Pilot +15, Use the Force +13 Possessions all-temperature cloak, lightsaber (tech specialist mod; +2 damage), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
Title: Re: Zehn's Creations
Post by: ZehnWaters on February 16, 2021, 09:15:49 am
Jacen "Kylo Ren" Solo, Master Mahan of the First Order, Scion of the Chosen One, Master of the Knights of Ren, and Master of the Force
I was rather displeased with the Disney Trilogy (to say the least) so I wrote up my own revised version merging their story with the concepts and characters of the EU (it was easier than it sounds). Here is my adaptation of Jacen Solo after he's turned into Kylo Ren. After the tragic death of his younger brother, Anakin, while in the line of duty as a Jedi, Jacen Solo abandoned his training to sulk in meditation on the borders of the Unknown Regions. Like his grandfather before him, Jacen came to the conclusion that the galaxy needed a firm, governing hand in order to have peace and that the Jedi handicapped themselves by being "servants" to others. During his sojourn he came across a massive extragalactic invasion force. Dazzling them with his powers he won an audience with their leader, Snoke. Soon he was an indispensable counselor and renamed himself Kylo Ren. To further his designs, Jacen orchestrated an alliance with the Imperial Remnant, all the while slowly isolating Snoke from his minions. Once the extragalactic aliens and the Imperial Remnant had merged to become the First Order, Jacen murdered Snoke and replaced him with holograms and illusions to cunningly hide the real mastermind behind the throne. Jacen placed himself outside of the hierarchy of the First Order, answering only to Snoke, and forming his own band of acolytes, the Knights of Ren, from prize Force Sensitives he found in his ranks. Jacen began to work swiftly, discrediting the New Jedi Order by revealing Luke and Leia's real parentage to the galaxy at large, ruining Leia's political career and casting doubt on the reliability of Luke and his students. As Kylo Ren, Jacen sacked the Jedi Temple on Yavin IV and killed many Jedi, including Mara Jade. When the New Republic refused to respond, as the Jedi were politically shunned and fearing a war with the First Order, Luke and the Jedi went into hiding. Things start to go wrong for Jacen when Poe Dameron learns of the First Order's plans to launch an all out attack on the New Republic and the attempt to capture him leads to the return of Jacen's twin sister, Jaina, who had been living on Jakku as the scrap collector Rey. Jacen tries to put Jaina off-balance by using their shared connection to track her but when she turns it back on him, he shuts it off. Finally, Jaina attempts to end it all by killing Snoke, believing he is the one who is corrupting her brother. When he reveals it was him the whole time she is shocked, unable to comprehend how he could have grown so powerful so quickly. He plunges her into a complex illusion, trying to break her but Jaina calls upon her training and her lightsaber strike is true, ending the threat of Kylo Ren and killing her twin brother. CL 16 Medium Human Jedi 7/Force adept 7/Force disciple 2 Destiny 2, Skywalker Legacy Force 15, Strong in the Force; Dark Side 15 Init +14; Senses low-light vision; Perception +17 Languages Basic, Binary, High Galactic, Shyriiwook, Tof Defenses Ref 30 (flat-footed 29), Fort 31, Will 41; Block hp 140; second wind +35/70; Threshold 31 Immune mind-affecting effects Speed 6 squares Melee crossguard lightsaber +16 (2d8+12) or Melee crossguard lightsaber +16 (2d8+14) with both hands or Melee crossguard lightsaber +16 (3d8+14) with Mighty Swing Ranged by weapon +14 Base Atk +13; Grp +15 Atk Options Melee Defense, Mighty Swing Special Actions Adept Negotiator, Drain Knowledge, Force Interrogation, Illusion, Indomitable Personality, Intimidator, Mind Probe, Unsettling Presence Force Powers Known (Use The Force +21) dark rage, Force grip, Force thrust, memory walk, mind shard, mind trick (2), move object, rebuke Force Techniques Dominate Mind, Force Point Recovery, Improved Mind Trick Force Secrets Corrupted Power Abilities Str 14, Dex 13, Con 13, Int 18, Wis 15, Cha 16 Special Qualities build lightsaber, prophet Talents Adept Negotiator, Block, Drain Knowledge, Force Interrogation, Force Persuasion, Illusion, Mind Probe, Psychic Citadel, Unsettling Presence Feats Demoralizing Strike, Force Sensitivity, Force Training (3), Intimidator, Melee Defense, Mighty Swing, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Initiative +14, Knowledge (bureaucracy) +17, Knowledge (galactic lore) +17, Knowledge (social sciences) +17, Knowledge (tactics) +17, Perception +17, Persuasion +11 (may Use the Force +21 instead), Use the Force +21 Possessions crossguard lightsaber (improved damage, corusca gem), Phrik Alloy-weave robes (+2 armor, +1 equipment)
Title: Re: Zehn's Creations
Post by: ZehnWaters on February 15, 2021, 04:03:26 pm
Samus Aran Samus Aran is an ex-soldier of the Galactic Federation who became a galactic bounty hunter, usually fitted with a powered exoskeleton that is equipped with weapons such as directed-energy weapons and missiles. Throughout the series, she executes missions given to her by the Galactic Federation while hunting the antagonistic Space Pirates and their leader Ridley, along with the parasitic energy-draining organisms called Metroids.
CL 20 Medium Human soldier 7/scout 3/bounty hunter 10 Init +19; Senses Perception +16 Languages Basic, Chozo, Luminoth
Defenses Ref 42 (flat-footed 38), Fort 40, Will 35; Familiar Situations hp 239; Threshold 40; Relentless
Speed 6 squares Melee by weapon +20 Ranged heavy assault blaster rifle +23 (3d10+16) or Ranged heavy assault blaster rifle +18 (3d10+16) with autofire or Ranged heavy assault blaster rifle +24 (3d10+17) with Point Blank Shot or Ranged miniature proton torpedo launcher +23 (6d10+15, 2-square burst) or Ranged miniature proton torpedo launcher +24 (6d10+16, 2-square burst) with Point Blank Shot Base Atk +19; Grp +23 Atk Options Artillery Shot, Assured Attack, autofire (heavy assault blaster rifle), Careful Shot, Deadeye, Far Shot, Hunter's Mark, Keen Shot, Point Blank Shot, Precise Shot, Prime Shot, Zero Range Special Actions Disruptive, Hunter's Target, Shake it Off
Abilities Str 12, Dex 18, Con 16, Int 14, Wis 13, Cha 10 Special Qualities familiar foe +5 Talents Acute Senses, Armored Defense, Disruptive, Familiar Situations, Hunter's Mark, Hunter's Target, Improved Armor Defense, Juggernaut, Keen Shot, Relentless, Second Skin Feats Armor Proficiency (light, medium), Artillery Shot, Assured Attack, Careful Shot, Deadeye, Far Shot, Grand Army of the Republic Training, Informer, Point Blank Shot, Precise Shot, Prime Shot, Shake it Off, Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons), Zero Range Skills Endurance +18, Gather Information +10 (may use Perception +16 instead), Initiative +19, Jump +11 (treat all jumps as running jumps; may reroll and keep the better result; may take 10 even when distracted or threatened), Perception +16 (may reroll but must keep the result of the reroll even if worse), Pilot +19, Survival +16, Use Computer +17 Possessions helmet (built-in earbud comlink, triangulation visor, and electrobinoculars), Varia powered battle armor (+7 armor, +4 equipment, +4 Dex bonus, jump servos), mounted prototype heavy assault blaster rifle with Improved energy cell, mounted prototype miniature proton torpedo launcher, gargantuan-sized starfighter
Title: Re: Zehn's Creations
Post by: ZehnWaters on July 04, 2020, 02:27:37 am
The Second Sister The Second Sister was once a Jedi who learned the ways of the Force under the Jedi Knight Cere Junda. In the aftermath of the Clone Wars, Suduri and Junda sought to hide from the newly-risen Empire while protecting a group of Jedi younglings. Ultimately, both Master and Padawan were captured and subjected to torture, allowing the dark side of the Force to transform Suduri into the Second Sister. Having forsaken her former identity and the Jedi way, the Second Sister was a relentless Inquisitor dedicated to destroying the last remnants of the Jedi Order. An ambitious and cruel woman, she sadistically toyed with her prey and desired to win the approval of Emperor Palpatine. In 14 BBY, the Second Sister tracked the Jedi fugitive Cal Kestis to the planet Bracca. Kestis managed to escape from the Inquisitors with the help of Junda, however. As a result, the Second Sister hunted the two Jedi across the galaxy, confronting Kestis on Zeffo and later Bogano. When the Second Sister acquired a holocron containing the list of Force-sensitive younglings, Kestis followed her to the Inquisitorius headquarters on Nur and defeated the Second Sister in a lightsaber duel, giving Junda a chance to make amends with her fallen apprentice. Their reconciliation was cut short by the arrival of the Sith Lord Darth Vader, who executed the Second Sister for her failure. Before her death, the Second Sister told Kestis and Junda to avenge them all.
Second SisterCL 14 Medium Human Jedi 7/Force adept 7 Force 13; Dark Side 12 Init +15; Senses Perception +13 Languages Basic, Dowuta, Ryl Defenses Ref 29 (flat-footed 26), Fort 27, Will 29; Block hp 100; second wind +25/50; Threshold 27 Speed 6 squares Melee double-bladed lightsaber +16 (2d8+7) or Melee double-bladed lightsaber +14 (2d8+7) and double-bladed lightsaber +14 (2d8+7) Ranged by weapon +15 Base Atk +12; Grp +15 Atk Options Dual Weapon Mastery, Instinctive Attack, Melee Defense Special Actions Consumed by Darkness, Force Interrogation, Lightsaber Throw, Riposte, Unsettling Presence Force Powers Known (Use The Force +14) dark rage, Force thrust, move object, prescience, repulse, surge Force Techniques Improved Dark Rage, Improved Force Thrust, Improved Repulse Abilities Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 15 Special Qualities build lightsaber, Inquisition Talents Block, Consumed by Darkness, Cower Enemies, Force Interrogation, Inquisition, Lightsaber Throw, Riposte, Unsettling Presence Feats Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (3), Instinctive Attack, Melee Defense, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons) Skills Initiative +15, Perception +13 (may reroll to sense deception or influence and keep the better result), Pilot +15, Use Computer +14, Use the Force +14 Possessions double-bladed lightsaber
Title: Re: Zehn's Creations
Post by: ZehnWaters on July 04, 2020, 01:13:02 am
Cere Junda Former Padawan of Jedi Master Eno Cordova before taking Trilla Suduri as her apprentice. In the aftermath of Order 66, Junda severed her connection to the Force and disappeared into hiding, while Suduri fell to the dark side and joined the Imperial Inquisitorius. Determined to overthrow the regime that all but annihilated her fellow Jedi, Junda dedicated herself to the secret restoration of the Jedi Order. Cere JundaCL 13 Medium Human (middle aged) Jedi 7/Jedi Knight 3/scoundrel 3 Force 12; Dark Side 5 Init +13; Senses Use the Force +12 Languages Basic, Shyriiwook, Zabrak Defenses Ref 27 (flat-footed 25), Fort 26, Will 27; Deflect hp 120; second wind +30/60; Threshold 26 Speed 6 squares Melee double-bladed lightsaber +14 (2d8+8) or Melee double-bladed lightsaber +14 (2d8+10) with both hands or Melee double-bladed lightsaber +12 (2d8+10) and double-bladed lightsaber +12 (2d8+10) Ranged blaster pistol +14 (3d6+6) Base Atk +12; Grp +14 Atk Options Acrobatic Strike, Dual Weapon Mastery, Melee Defense, Point Blank Shot, Zero Range Special Actions Gauge Force Potential, Gimmick, Lightsaber Throw Force Powers Known (Use The Force +12) battle strike, Force grip, Force shield, move object, repulse, surge Force Techniques Improved Force Shield Abilities Str 11, Dex 15, Con 12, Int 14, Wis 14, Cha 13 Special Qualities build lightsaber Talents Ataru, Clear Mind, Deflect, Force Perception, Gauge Force Potential, Gimmick, Lightsaber Throw, Master Slicer Feats Acrobatic Strike, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Friends in Low Places, Melee Defense, Point Blank Shot, Weapon Finesse, Weapon Proficiency (lightsabers, pistols, simple weapons), Zero Range Skills Acrobatics +13, Deception +7 (may treat creating a deceptive appearance as one step simpler), Gather Information +12, Initiative +13, Knowledge (bureaucracy) +8 (may use Gather Information +12 to acquire licenses for restricted or military goods instead), Perception +8 (may Use the Force +12 instead), Use Computer +13 (may Issue Routine Command as swift action; may reroll to improve access to a computer and keep the better result), Use the Force +12 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse) Possessions blaster pistol, double-bladed lightsaber, hip holster
Title: Re: Zehn's Creations
Post by: ZehnWaters on July 03, 2020, 10:59:21 pm
Cal Kestis As the Padawan of Jedi Master Jaro Tapal, Kestis served alongside his mentor in the Clone Wars until the Grand Army of the Republic betrayed its Jedi officers, after receiving the command to execute Order 66 from Supreme Chancellor Sheev Palpatine. As a result, the clone troopers of the 13th Battalion attempted to execute Kestis as a traitor to the Galactic Republic, forcing General Tapal to sacrifice himself in order to save his apprentice. After his master's death, Kestis lived in exile on the planet Bracca, working as a rigger for the Scrapper Guild until he was discovered by the Second Sister and the Ninth Sister.
Kestis joined the crew of the starship Stinger Mantis after they rescued him from the Inquisitors. Over the course of their journey, Kestis befriended the droid BD-1, the former Jedi Cere Junda, the Mantis' captain Greez Dritus, and the Nightsister Merrin. They attempted to locate Eno Cordova's Jedi holocron, which contained information that was vital to creating a new generation of Jedi. Though they retrieved the holocron while surviving an encounter with the Sith Lord Darth Vader, Kestis chose to destroy the holocron in order to protect the galaxy's Force-sensitive children from the Sith. By then, Kestis had been recognized as a fully-trained Jedi by his new mentor.
Cal KestisCL 10 Medium Human Jedi 5/scoundrel 3/Jedi Knight 2 Force 11 Init +12; Senses Use the Force +11 Languages Basic, Binary, Lasat Defenses Ref 24 (flat-footed 22), Fort 23, Will 23; Block, Deflect hp 97; second wind +24/48; Threshold 23 Immune +5 to Fortitude Defense against extreme heat and cold effects Speed 6 squares Melee double-bladed lightsaber +13 (2d8+8) or Melee double-bladed lightsaber +13 (2d8+9) with both hands or Melee double-bladed lightsaber +11 (2d8+9) and double-bladed lightsaber +11 (2d8+9) Ranged by weapon +11 Base Atk +9; Grp +11 Atk Options Dual Weapon Mastery Special Actions Psychometry Force Powers Known (Use The Force +11) farseeing, Force thrust, inertia, move object, slow, surge Force Techniques Improved Force Thrust Abilities Str 12, Dex 15, Con 12, Int 14, Wis 12, Cha 12 Special Qualities build lightsaber Talents Block, Clear Mind, Deflect, Force Perception, Hotwire, Psychometry Feats Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (3), Tech Specialist, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, simple weapons) Skills Climb +11, Initiative +12, Jump +11, Mechanics +12, Perception +6 (may Use the Force +11 instead), Persuasion +6 (favorable circumstances to intimidate), Use the Force +11 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse) Possessions all-temperature cloak, aquata breather, double-bladed lightsaber (tech specialist mod; +2 damage), hip holster, tool kit, BD-1 (small droid follower (walking locomotion, scomp link, thruster for hovering, spotlight, Holoprojector, motor for ziplines))
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 09, 2020, 02:03:00 am
Leia Organa, Jedi Knight After Luke dies on Hoth, Han travels to Dagobah with Chewbacca and Leia (believing Luke has told him to be a Jedi). Yoda explains it is Leia who is Force-sensitive and Leia begins her training. Han and Chewie leave to get their deathmark removed. Nearing the completion of her training, Leia leaves Yoda to retrieve a lightsaber crystal nearby. Vader arrives, having captured C-3PO and learning of Dagobah's location. He and Yoda engage in a duel of minds as Yoda besets Vader with images of his past. Leia retrieves her crystal and is alerted, by the Force, to Yoda's danger. She returns as Vader severs Yoda's arm. Leia fights Vader and severs his arm as well but is knocked to the ground. As she and Vader speak Han arrives and shoots Vader. Vader dies redeemed, happy to have found he has a daughter. Yoda likewise passes into the Force.
CL 13 Medium Human Jedi 7/noble 3/soldier 2/Jedi Knight 1 Init +13; Senses Perception +13 Languages Basic, Binary, Bothese, Caamasi, High Galactic, Mon Calamarian, Shyriiwook, Ubese
Defenses Ref 27 (flat-footed 25), Fort 26, Will 27; Dodge hp 117; Threshold 26
Speed 6 squares Melee lightsaber +16 (2d8+9) or Melee lightsaber +16 (2d8+10) with both hands Ranged by weapon +14 Base Atk +12; Grp +14 Atk Options Melee Defense, Severing Strike, Steel Resolve Special Actions Skilled Advisor Force Powers Known (Use The Force +14) battle strike (2), farseeing, Force disarm, Force slam, Force thrust, mind trick, move object, rebuke, resist Force, surge, vital transfer
Abilities Str 13, Dex 14, Con 13, Int 16, Wis 15, Cha 16 Special Qualities Bad Feeling, build lightsaber Talents Clear Mind, Dark Side Sense, Noble Fencing Style, Severing Strike, Skilled Advisor, Steel Resolve, Wealth, Weapon Specialization Feats Bad Feeling, Dodge, Force Sensitive, Force Training (4), Linguist, Melee Defense, Skill Focus (Persuasion), Strong in the Force, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple) Skills Deception +14, Gather Information +14, Initiative +13, Knowledge (bureaucracy) +14, Knowledge (galactic lore) +14, Perception +13, Persuasion +19, Pilot +13, Use Computer +14, Use the Force +14 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse; may reroll to sense the presence and relative location of character with a Dark Side Score but must keep the result of the reroll even if worse) Possessions lightsaber (self-built)
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 09, 2020, 01:36:06 am
Senator Leia Organa, Sith apprentice
"As you all know, I once led an ill-conceived, violent insurrection against the Empire. A Rebellion that cost the lives of many beings. Though I may never be able to forgive myself, the Empire has forgiven me…Long live the new Empire!'" ―Leia Organa, on the fifth anniversary of the destruction of the Rebellion In the graphic novel, Star Wars Infinities: A New Hope, the Rebel Alliance is defeated and Princess Leia finds herself a captive of the Emperor. Darth Vader begins training her in the ways of the Sith, helping her to develop her Force powers, in the hopes that one day they will overthrow the Emperor and rule the galaxy together. Additionally, she becomes the senator representing Coruscant in the reformed Imperial Senate. Leia takes her training from Darth Vader seriously and in the final climactic battle with Luke, she uses her father's Sith lightsaber to attack him. Luke manages to turn Leia back to the light side and escapes Coruscant prior to its destruction. Years later, Leia becomes the Chancellor of the New Republic, leading the galaxy into a time of peace and prosperity.
CL 11 Medium Human Jedi 7/noble 1/soldier 1/Sith apprentice 2 Init +12; Senses Perception +12 Languages Basic, Caamasi, High Galactic, Mon Calamarian, Shyriiwook, Ubese
Defenses Ref 25 (flat-footed 23), Fort 24, Will 27; Block hp 90; Threshold 24
Speed 6 squares Melee lightsaber +16 (2d8+6) or Melee lightsaber +16 (2d8+7) with both hands Ranged by weapon +12 Base Atk +10; Grp +12 Atk Options Melee Defense Special Actions Commanding Presence, Force of Will, Lightsaber Throw, Riposte Force Powers Known (Use The Force +13) dark rage (2), Force grip, Force slam, Force thrust, mind trick, move object, resist Force, surge Force Techniques Force Point Recovery
Abilities Str 13, Dex 14, Con 13, Int 15, Wis 14, Cha 16 Special Qualities build lightsaber Talents Block, Commanding Presence, Force of Will, Greater Weapon Focus (lightsabers), Lightsaber Throw, Noble Fencing Style, Riposte Feats Force Sensitive, Force Training (3), Linguist, Melee Defense, Skill Focus (Knowledge [bureaucracy]), Strong in the Force, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple) Skills Deception +13, Gather Information +13, Initiative +12, Knowledge (bureaucracy) +17, Knowledge (galactic lore) +12, Perception +12, Persuasion +13, Use Computer +12, Use the Force +13 Possessions lightsaber (self-built)
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 09, 2020, 01:15:13 am
Darth Pestilencia
The Lord of Conquest, Darth Pestilencia, is leader of the Four Sith Horseman. (https://i.pinimg.com/originals/13/98/45/139845d3442097f2d13af257772a57b2.jpg)
CL 20
Large Hutt jedi 5 / noble 3 / sith apprentice 7 / sith lord 5 Force 17; Dark Side 18 Init +23 (Force Intuition); Senses Low-light vision, Perception +22 Languages Aqualish, Basic, Bith, Devaronese, Gamorrean, High Galactic, Huttese, Koorivar, Neimoidian, Rybese, Skakoverbal
Defenses Ref 19 (flat-footed 19), Fort 35, Will 37 hp 181; Threshold 45
Speed 1 squares Melee lightsaber +25 (2d8+19) or Melee lightsaber +25 (3d8+19) with Mighty Swing Base Atk +19; Grp +27 Atk Options Mighty Swing, Triple Critical Special Actions Deflect, Fearless, Redirect Shot, Temptation Force Powers Known (Use The Force +23) Dark Rage (x2), Farseeing, Force Disarm, Force Grip, Force Lightning (x3), Force Thrust, Mind Trick (x2), Move Object (x2), Negate Energy, Rebuke Force Techniques Known Force Point Recovery (x2), Improved Move Light Object Force Secrets Known Devastating Power, Distant Power, Multitarget Power, Quicken Power
Abilities Str 16, Dex 9, Con 14, Int 18, Wis 18, Cha 16 Special Qualities Force Resistance, Supreme Stability, Persuasive Talents Force Intuition, Deflect, Redirect Shot, Weapon Specialization (lightsabers), Power of the Dark Side, Swift Power, Connections, Wealth (x1), Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Dark Side Adept, Dark Side Master Feats Armor Proficiency (Light, Medium), Force Sensitive, Force Training (x3), Improved Damage Threshold (x1), Linguist (x1), Mighty Swing, Skill Focus (x1), Triple Critical (lightsabers), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple) Skills Deception +18, Gather Information +18, Initiative +9 (may Use the Force +23 instead), Mechanics +14, Perception +22, Persuasion +18 (may reroll but must keep the result of the reroll even if worse), Stealth +4, Use Computer +19, Use the Force +23 (may reroll to activate dark side powers but must keep the result of the reroll even if worse; may reroll, spending a Force Point, to activate a dark side power and keep the better result) Possessions lightsaber (self-built, improved damage), corellian powersuit (+8 armor), long-range comlink, datapad, helmet package
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 08, 2020, 11:57:31 pm
Darth Famis
The Lord of Famine, Darth Famis of the Sith Horseman hunts his victims down and drains them of their life. CL 16
Medium Anzat Jedi 8/Sith apprentice 5/Sith Lord 3 Dark Side 17 Init +15; Senses darkvision, low-light vision; Perception +13 Languages Anzat, Basic, Huttese
Defenses Ref 31 (flat-footed 29), Fort 30, Will 32; Dodge hp 124; Threshold 30 Immune fear effects
Speed 6 squares Melee lightsaber +20 (2d8+11) or Melee lightsaber +20 (2d8+14) with both hands or Melee unarmed +19 (1d4+11) Ranged by weapon +18 Base Atk +16; Grp +19 Atk Options Crush, Pin Special Actions Dark Healing Field, Drain Force, Drain Knowledge, Feel the Force, Improved Dark Healing, Power of the Dark Side, temptation Force Powers Known (Use The Force +14) cloak (2), fear (2), phase, rend, slow, wound Force Techniques Improved Cloak, Improved Rend Force Secrets Corrupted Power
Abilities Str 16, Dex 15, Con 12, Int 12, Wis 17, Cha 13 Special Qualities build lightsaber Talents Affliction, Consumed by Darkness, Dark Healing, Dark Healing Field, Drain Force, Drain Knowledge, Feel the Force, Improved Dark Healing, Power of the Dark Side Feats Burst of Speed, Crush, Dodge, Dreadful Countenance, Force Readiness, Force Sensitive, Force Training (2), Impulsive Flight, Pin, Slippery Maneuver, Weapon Proficiency (lightsabers, simple) Skills Endurance +14, Initiative +15, Perception +13, Persuasion +9 (may reroll to activate a fear effect but must keep the result of the reroll even if worse), Survival +11 (may Use the Force +14 for tracking instead), Use the Force +14 (may reroll to activate a fear effect but must keep the result of the reroll even if worse) Possessions lightsaber (self-built)
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 08, 2020, 11:23:25 pm
Darth Battrue
The Lord of War, Darth Battrue is the leader of all Sith Horseman forces. CL 16
Medium Duros jedi 3 / noble 4 / officer 5 / sith apprentice 2 / sith lord 2 Force 15; Dark Side 16 Init +16; Senses Low-light vision, Perception +16 Languages Arconese, Arkanian, Basic, Bothese, Cerean, Dosh, Draethos, Durese, Ryl, Sith, Zabrak
Defenses Ref 33 (flat-footed 30), Fort 31, Will 34 hp 95; Threshold 31
Speed 6 squares Melee lightsaber +19 (2d8+11) or Melee lightsaber +19 (2d8+12) with both hands or Melee lightsaber +14/+14 (2d8+12) with Double Attack or Melee lightsaber +9/+9/+9 (2d8+12) with Triple Attack Base Atk +15; Grp +18 Atk Options Double Attack, Triple Attack Special Actions Battle Analysis, Born Leader, Command Cover +2, Distant Command, Fearless, Lightsaber Defense +1, Quick Draw, Share Talent x2, Temptation Force Powers Known (Use The Force +16) Dark Rage, Farseeing (x2), Force Lightning, Mind Trick, Move Object, Rebuke, Surge Force Techniques Known Improved Sense Surroundings Force Secrets Known Distant Power
Abilities Str 12, Dex 16, Con 11, Int 18, Wis 16, Cha 16 Special Qualities Expert Pilot Talents Battle Meditation, Lightsaber Defense (x1), Power of the Dark Side, Swift Power, Born Leader, Distant Command, Wealth (x1), Assault Tactics, Tactical Edge Feats Double Attack (lightsabers), Force Sensitive, Force Training (x2), Improved Defenses, Linguist (x1), Quick Draw, Triple Attack (lightsabers), Vehicular Combat, Weapon Finesse, Weapon Proficiency (lightsabers, pistols, simple) Skills Deception +16, Gather Information +16, Initiative +16, Knowledge (Tactics) +17, Mechanics +17, Perception +16, Persuasion +16, Pilot +16 (may reroll but must keep the result of the reroll even if worse), Use Computer +17 (+18 when using mastercraft datapad), Use the Force +16 Possessions lightsaber (self-built, improved damage), blaster pistol, personal holoprojector, code cylinder, long-range comlink, datapad, flight suit
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 08, 2020, 11:13:21 pm
Darth Banshee
Darth Banshee is one of the enigmatic "Sith Horseman". As the the Lady of Death, she is a powerful Force witch (possibly one of the Nightsisters) and capable of devastating and esoteric Force powers. Terrifying in appearance she is often the last thing her victims ever see. CL 16
Medium Human Jedi 7/Sith apprentice 7/Sith Lord 2 Dark Side 18 Init +15; Senses Perception +17 Languages Basic, Huttese
Defenses Ref 31 (flat-footed 29), Fort 30, Will 33; Dodge hp 127; Threshold 30 Immune fear effects
Speed 6 squares Melee Sith sword +16 (1d8+8) Ranged by weapon +18 Base Atk +16; Grp +18 Special Actions Adept Spellcaster, Dark Healing Field, Flight, Improved Dark Healing, Power of the Dark Side, Quick Draw, Swift Power, temptation Force Powers Known (Use The Force +22) dark rage, farseeing, fear (2), Force lightning (2), Force scream (5), Force storm, Force whirlwind, levitate (2), move object (2), phase, rebuke (2), rend, repulse, slow, surge, wound Force Techniques Improved Force Storm, Improved Levitate, Improved Phase Force Secrets Quicken Power
Abilities Str 10, Dex 14, Con 12, Int 12, Wis 18, Cha 18 Special Qualities build lightsaber Talents Adept Spellcaster, Dark Healing, Dark Healing Field, Dark Side Adept, Dark Side Master, Flight, Improved Dark Healing, Power of the Dark Side, Swift Power Feats Dodge, Dreadful Countenance, Force Sensitive, Force Training (5), Quick Draw, Skill Focus (Use the Force), Slippery Maneuver, Weapon Proficiency (lightsabers, simple) Skills Initiative +15, Jump +13, Perception +17, Persuasion +12 (may reroll to activate a fear effect but must keep the result of the reroll even if worse), Use the Force +22 (may reroll as a full-round action but must keep the result of the reroll even if worse; may reroll to activate dark side powers but must keep the result of the reroll even if worse; may reroll to activate a fear effect but must keep the result of the reroll even if worse; may reroll, spending a Force Point, to activate a dark side power and keep the better result) Possessions all-temperature cloak, Sith sword
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 08, 2020, 10:10:11 pm
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 05, 2020, 08:39:48 pm
Usagi Tsukino Usagi is introduced as living the life of a normal teenage schoolgirl in 20th-century Tokyo. Although well-meaning, she is an underachieving, accident-prone crybaby. One day, Usagi encounters a mysterious cat, who later reveals herself to be Luna, a mentor archetype who introduces Usagi to her new heroic role. Luna gives Usagi a magical brooch and explains how to use it to transform into Sailor Moon (the Soldier of Love and Justice); she tells Usagi that she is a Sailor Soldier who must fight for peace and find the rest of the Sailor Soldiers. Usagi is a reluctant heroine at first, she grows more confident and mature over time. As Sailor Moon, she sets out to fight the villains from her past life and to protect the Earth using the Silver Crystal. CL 15
Medium Human noble 7/Force adept 6/Force disciple 2 Destiny 1; Force 17, Strong in the Force Init +13; Senses Perception +15 Languages Basic
Defenses Ref 29 (flat-footed 28), Fort 30, Will 34; At Peace, Dodge, Indomitable Personality hp 108; second wind +27/54, move +1 step up condition track; Threshold 30 Immune mind-affecting effects
Speed 6 squares Melee by weapon +9 Ranged by weapon +11 Base Atk +10; Grp +11 Special Actions At Peace, Beloved, Coordinated Attack, Focused Attack, Greater Force Talisman, Indomitable Personality, Inspire Confidence, Surge of Light Force Powers Known (Use The Force +20) Force light (3), rebuke, surge (2), vital transfer (2) Force Techniques Advanced Vital Transfer, Improved Force Light, Improved Vital Transfer Force Secrets Pure Power
Abilities Str 8, Dex 13, Con 14, Int 11, Wis 16, Cha 16 Special Qualities prophet Talents At Peace, Beloved, Focused Attack, Focused Force Talisman, Force Talisman, Greater Force Talisman, Inspire Confidence, Surge of Light Feats Coordinated Attack, Dodge, Force Boon, Force Sensitivity, Force Training (2), Indomitable Personality, Recovering Surge, Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (pistols, simple weapons) Skills Initiative +13, Knowledge (bureaucracy) +12, Knowledge (life sciences) +12, Knowledge (social sciences) +12, Perception +15, Persuasion +15, Use the Force +20 Equipment Silver Crystal
Title: Re: Zehn's Creations
Post by: StevenO on April 05, 2020, 07:37:27 pm
While it may be useful for inspiration it may be best not to interpret it quite so liberally if used in a Star Wars setting.
If the "power" demonstration is blowing up the rock that might be explained other ways instead of raw weapon power.
PS. These are just observations.
That's fair, I was just going for accuracy to the material and figure you can modify it as you need.
I know you can do what you want when it comes to these things although I see a small danger in someone seeing those numbers and thinking they may be representative of SWSE as a whole.
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 05, 2020, 07:15:56 pm
While I'll admit I don't know the source and might be reading it wrong besides (read it as [6d10+8]x5 as I would any vehicle weapon with mulitplier) but that damage is just so excessive that it shouldn't be on a huge vehicle. I mean you're talking more damage that an ISD's turbolasers deal.
Yes, you read it right. I'll be honest, it's actually probably UNDERpowered compared to what it does in the show. ....
While it may be useful for inspiration it may be best not to interpret it quite so liberally if used in a Star Wars setting.
If the "power" demonstration is blowing up the rock that might be explained other ways instead of raw weapon power.
PS. These are just observations.
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 05, 2020, 04:45:46 pm
Khan Noonien Singh Khan is one of a group of genetically engineered superhumans, bred to be free of the usual human mental and physical limitations, who were removed from power after the Eugenics Wars of the 1990s. Khan had been both the most successful conqueror and the most benign ruler of the group, ruling more than a quarter of the Earth's area across Asia to the Middle East from 1992 to 1996 with a firm but generally peaceful hand until he was deposed. While most of the supermen were killed or sentenced to death, Khan and 84 others escaped Earth by way of the sleeper ship SS Botany Bay. Botany Bay is discovered by the crew of the Starship Enterprise in 2267, with Khan and 72 of the 84 crew members of Botany Bay still alive, cryogenically frozen in suspended animation. When Khan's sleep chamber malfunctions, he is transported to Enterprise, where he reawakens and learns he is in the 23rd century. Given spacious quarters while Botany Bay is towed to a starbase, Khan fascinates and charms the ship's historian, Marla McGivers (Madlyn Rhue), while using his access to the ship's technical manuals to learn how to take over and operate Enterprise. McGivers agrees to help Khan revive the other supermen, allowing him to organize an attempted takeover. To coerce the Enterprise crew to cooperate with him, Khan places Captain James T. Kirk (William Shatner) in the ship's decompression chamber and threatens to kill Kirk unless the crew submits. McGivers cannot stand by as her Captain dies and frees Kirk, who neutralizes Khan's men by using a neural gas. Khan heads to engineering and sets the ship's engines to self-destruct, whereupon he is incapacitated by Kirk. Captain Kirk conducts a hearing, sentencing Khan and his followers to exile on an uncolonized world, Ceti Alpha V. Khan accepts Kirk's challenge—invoking the fall of Lucifer in Milton's Paradise Lost—and McGivers joins Khan rather than face court-martial. Spock (Leonard Nimoy) wonders what the "seed" Kirk has planted will bear in a hundred years. CL 18
Medium Augment noble 5/soldier 3/officer 10 Init +16; Senses Perception +10 Languages Arabic, Bengali, English, Hindi, Indonesian, Japanese, Mandarin, Persian, Russian, Spanish Defenses Ref 33 (flat-footed 30), Fort 34, Will 33; Indomitable Personality hp 152; Threshold 39; Stay Up Immune +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares Melee unarmed +20 (1d6+14) or Melee war sword +20 (1d8+14) or Melee war sword +20 (1d8+18) with both hands Ranged heavy slugthrower pistol +18 (2d8+9) Base Atk +16; Grp +20 Atk Options Cunning Attack, Stunning Strike Special Actions Bolster Ally, Demand Surrender, Disciplined Trickery, Disturbing Presence, Grand Leader, Indomitable Personality, Presence, Shake it Off, Silver Tongue, Unwavering Ally
Abilities Str 19, Dex 14, Con 15, Int 18, Wis 12, Cha 15 Special Qualities command cover +5, share talent (Presence, Demand Surrender, Bolster Ally, Commander's Prerogative, Grand Leader), Stalwart Subordinates Talents Bolster Ally, Commander's Prerogative, Demand Surrender, Disciplined Trickery, Grand Leader, Melee Smash, Presence, Stalwart Subordinates, Stunning Strike, Unwavering Ally Feats Armor Proficiency (light), Cunning Attack, Disturbing Presence, Improved Damage Threshold, Indomitable Personality, Linguist, Martial Arts I, Resilient Strength, Shake it Off, Silver Tongue, Stay Up, Toughness, Weapon Proficiency (pistols, simple weapons) Skills Deception +16, Endurance +16, Initiative +16, Knowledge (life sciences) +18, Knowledge (physical sciences) +18, Knowledge (tactics) +18, Knowledge (technology) +18, Mechanics +18, Persuasion +16 (can intimidate or change attitude as a standard action), Use Computer +18 Possessions all-temperature cloak, heavy slugthrower pistol, war sword
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 05, 2020, 04:07:38 pm
Liara T'soni When Commander Shepard first encountered Liara she was a naive, inexperienced archeologist of "only" 106. Over the course of the trilogy, DLC, comics, and other media Liara grows into a skilled and powerful woman. First becoming an information broker (in ME2), then, with the aid of Shepard, overthrowing and replacing the powerful Shadow Broker, taking control of his extensive network of agents and informers. By the end of ME3, Liara is one of the most influential people in the galaxy and a skilled warrior.
CL 16
Medium Asari noble 9/crime lord 5/Force adept 2 Destiny (Rescue, fulfilled) 2; Force 6, Strong in the Force; Dark Side 3 Init +10; Senses Perception +16 Languages 7 unassigned
Defenses Ref 30 (flat-footed 28), Fort 29, Will 33; Brilliant Defense hp 110; Threshold 29
Speed 6 squares Melee by weapon +10 Ranged heavy blaster pistol +12 (3d8+8) Base Atk +10; Grp +12 Special Actions Brilliant Defense, Intimidating Defense, Know Your Enemy, Mind Probe, Presence, Recall, Small Favor, Telekinetic Power Force Powers Known (Use The Force +16) Force blast, Force shield, Force thrust, Force whirlwind, move object (2), rebuke, repulse Force Techniques Improved Force Shield
Abilities Str 10, Dex 15, Con 12, Int 17, Wis 16, Cha 17 Special Qualities command cover +2, Natural Leader (organization scale 11) Talents Connections, Educated, Intimidating Defense, Know Your Enemy, Mind Probe, Notorious, Presence, Shared Notoriety, Small Favor, Telekinetic Power, Telepathic Link Feats Armor Proficiency (light), Brilliant Defense, Force Sensitivity, Force Training (2), Forceful Recovery, Friends in Low Places, Linguist, Natural Leader, Recall, Skill Focus (Gather Information), Strong in the Force, Weapon Proficiency (pistols, simple weapons) Skills Deception +16, Gather Information +21, Knowledge (bureaucracy) +11 (may use Gather Information +21 to acquire licenses for restricted or military goods instead), Knowledge (galactic lore) +16, Knowledge (physical sciences) +16, Perception +16, Persuasion +16 (may reroll to intimidate and keep the better result), Treat Injury +16, Use Computer +16, Use the Force +16 Possessions heavy blaster pistol, datapad, encrypted comlink
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 05, 2020, 03:23:27 pm
While I'll admit I don't know the source and might be reading it wrong besides (read it as [6d10+8]x5 as I would any vehicle weapon with mulitplier) but that damage is just so excessive that it shouldn't be on a huge vehicle. I mean you're talking more damage that an ISD's turbolasers deal.
Yes, you read it right. I'll be honest, it's actually probably UNDERpowered compared to what it does in the show.
https://youtu.be/m9r-LoDoQ0c
Title: Re: Zehn's Creations
Post by: StevenO on April 05, 2020, 01:00:41 pm
When it comes to vehicles/mech you might want to look at d20 Future and I know there was a Polyhedron article on it that covered much of the same stuff. This may have been for d20 Modern/Future but that translates almost directly to the RCR stats and then may not be so hard to convert into SAGA stats.
Quote
1 Mega Cannon (pilot) Atk +18; Dmg 6d10+8x5
While I'll admit I don't know the source and might be reading it wrong besides (read it as [6d10+8]x5 as I would any vehicle weapon with mulitplier) but that damage is just so excessive that it shouldn't be on a huge vehicle. I mean you're talking more damage that an ISD's turbolasers deal.
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 05, 2020, 11:23:28 am
Now how ya gonna give us some Wing characters and no mobile suits to match? Nice job on these.
Tallgeese III is a variant of Treize Khushrenada's OZ-00MS2 Tallgeese II and started development around the same time as the building of that unit; however, it wasn't finished in time for Treize to take it with him to space. After the Eve Wars' conclusion, the Tallgeese III was confiscated by the Earth Sphere United Nation's Preventer taskforce and kept in storage. In AC 196, when the Mariemaia Army declared war on the Earth Sphere Unified Nation, former OZ ace pilot Zechs Merquise returned from hiding to work for the Preventers. Zechs was assigned the code name Wind and given Tallgeese III to fight against Mariemaia's Army. He first attacked them in space while they launched from their base MO-III. Using the suit's beam saber, Zechs cut down several ships but had to stop when Dekim Barton threatened to throw a colony at Earth. When Dekim fled, Zechs used the suit's mega beam cannon to destroy the asteroid base. Later, Zechs used the Tallgeese III to pacify Mariemaia's army of MMS-01 Serpents in Brussels without killing any of the pilots. The Tallgeese III is based on the previous two models and, like them, features superior speed that exceeds that of most other mobile suits. It retains the beam saber that are used by the previous models, and features three new weapons, a pair of head mounted vulcans, a retractable heat rod and a mega beam cannon. Its also has a new head design and different shoulder armor.
Now how ya gonna give us some Wing characters and no mobile suits to match? Nice job on these.
lol I'll try! I'm not as good with vehicle stats.
Title: Re: Zehn's Creations
Post by: Sparx MacGyver on April 02, 2020, 10:41:15 am
Now how ya gonna give us some Wing characters and no mobile suits to match? Nice job on these.
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 01, 2020, 08:14:16 pm
Buffy Anne Summers was a Slayer who was activated in the late 20th century. Born on January 19, 1981, she was called to be the Slayer in 1996 at the age of fifteen. Buffy was originally living in Los Angeles; but, due to an incident involving a gang of vampires at Hemery High School, she moved to Sunnydale with her mother. There, she acted as guardian of the Hellmouth for seven years before the town's destruction in mid-2003.
Initially a reluctant hero who constantly wished for nothing more than a normal life, Buffy eventually grew to embrace her destiny. Buffy was unique as a Slayer in many ways; she refused to sacrifice her ordinary life for her supernatural destiny, often operated as part of a team with her friends the Scooby Gang, and had romantic relationships with notorious vampires Angel and Spike. Buffy was one of the longest-lived Slayers and returned from death not once, but twice, then coexisting with another Slayer, an act that disrupted the magic surrounding the traditional line. During their war with the First Evil, Buffy enacted a plan to activate every Potential Slayer in the world, abolishing the traditional line of Chosen Ones, before dedicating herself to gathering and training the ever-growing number of Slayers. She created the Slayer Organization, protecting the world and Slayers when the supernatural had then become public knowledge. Revealed she had been long involved in an ancient prophecy that would bring about Twilight as an evolution to replace the Earth dimension, Buffy prevented this destroying the Seed of Wonder, thus bringing about the end of magic. She established herself in San Francisco, where she continued her Slayer duties and eventually restored magic on Earth, taking responsibility for its new rules with the Vampyr book. Ultimately, Buffy was the Slayer that defined the battle of the Reckoning, which allowed Slayers to exist and work towards a better future, changing the course of history up to the 23rd century. Buffy Anne SummersCL 20
Medium Human soldier 10/elite trooper 10 Init +22; Senses darkvision, low-light vision; Perception +13 Languages Basic
Defenses Ref 42 (flat-footed 32, with Flurry 37), Fort 40, Will 31; Dodge, Mobility hp 380; DR 5; Threshold 45
Speed 6 squares Melee stake +28 (1d4+20/x3) or Melee stake +30 (1d4+20/x3) with Flurry or Melee unarmed +28 (2d10+20) or Melee unarmed +30 (2d10+20) with Flurry or Melee quarterstaff +26 (1d6+18) or Melee quarterstaff +26 (1d6+22) with both hands or Melee quarterstaff +16 (1d6+22) and quarterstaff +16 (1d6+22) or Melee dire sword +26 (1d10+18) or Melee dire sword +26 (1d10+22) with both hands Ranged by weapon +27 Base Atk +20; Grp +27 Atk Options Critical Strike, Flurry, Triple Crit (Custom 1) Special Actions Indomitable, Tough as Nails
Abilities Str 22, Dex 24, Con 22, Int 11, Wis 12, Cha 13 Special Qualities delay damage Talents Acurate Blow, Close-Quarters Fighter, Greater Weapon Focus, Greater Weapon Specialization, Hard Target, Indomitable, Make Do, Teräs Käsi Basics, Tough as Nails, Weapon Specialization Feats Armor Proficiency (light, medium), Critical Strike, Dodge, Echani Training, Extra Second Wind, Flurry, Improved Damage Threshold, Martial Arts I, Martial Arts II, Martial Arts III, Mobility, Toughness, Triple Critical (stake), Weapon Focus (simple), Weapon Proficiency (pistols, rifles, simple) Skills Endurance +21, Initiative +22, Jump +21, Perception +13, Treat Injury +16 Possessions dire sword, half-vest, quarterstaff, stake
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 01, 2020, 07:37:24 pm
Treize's right-hand woman, Lady Une had a reputation as a fierce commander. Under his orders, she assassinated Vice Foreign Minister Darlian for knowing the truth about OZ, and ordered the assassination of his daughter Relena when Relena witnessed the murder. Her methods are brutal and ruthless, but effective; during a battle with the Gundams, she forced their surrender by threatening to destroy a colony with the Alliance's missile satellites if they did not hand over their Gundams; Heero, in response, self-detonated his Gundam, which bought the others time to escape. Afterward, Treize encouraged her to be more graceful. This apparently created a mental conflict in Une, causing her to develop an entirely new personality for her more gentle, beatific attitude. As Treize began to split with Romefeller, Une was sent to free Duo, Wufei and the Gundam engineers from the Lunar Base, but was shot by Chief Engineer Tsubarov. While recovering from her wound, Une resolved her mental conflict, becoming a well-rounded, kind and resolute woman. Shortly after the end of the war, Une was picked to become the leader of the new Earth government's peace watch group, the Preventers; her code name is "Gold". Her timely intervention saved the lives of both Relena and Mariemaia, revealing that Dekim's actions were not in line with Treize's philosophy. Once the rebellion ended, Une decided to take care of Mariemaia, but also kept her position as head of the Preventer organization. Lady UneCL 12
Medium Human noble 7/officer 5 Force 12 Init +7; Senses Perception +13 Languages Basic, 5 unassigned
Defenses Ref 27 (flat-footed 25), Fort 24, Will 29 hp 89; second wind +22/44; Threshold 24; Galactic Alliance Military Training
Speed 6 squares Melee by weapon +10 Ranged slugthrower pistol +11 (2d6+6) Base Atk +10; Grp +11 Atk Options Cunning Attack Special Actions Born Leader, Combat Trickery, Coordinate +1, Distant Command, Silver Tongue
Abilities Str 11, Dex 13, Con 12, Int 14, Wis 14, Cha 15 Special Qualities command cover +2, share talent, Stalwart Subordinates Talents Born Leader, Coordinate, Coordinated Leadership (Born Leader), Distant Command, Inspire Loyalty, Stalwart Subordinates, Undying Loyalty Feats Combat Trickery, Cunning Attack, Cut the Red Tape, Demoralizing Strike, Galactic Alliance Military Training, Improved Defenses, Linguist, Predictive Defense, Silver Tongue, Skill Focus (Knowledge [bureaucracy]), Weapon Proficiency (pistols, simple weapons) Skills Deception +13, Gather Information +8 (may use Knowledge [bureaucracy] +18 instead), Knowledge (bureaucracy) +18, Knowledge (galactic lore) +13, Knowledge (social sciences) +13, Knowledge (tactics) +13, Knowledge (technology) +13, Perception +13 (may reroll to sense deception or influence and keep the better result), Persuasion +13 (can intimidate or change attitude as a standard action), Stealth +12 Possessions slugthrower pistol
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 01, 2020, 07:24:28 pm
The leader of the Specials (aka OZ) and the primary Anti Hero of Gundam Wing. Treize was born into privilege as a nephew of the Dermail family. He is a charismatic leader with a strong sense of ideals and an understanding of human nature that give him a devoted following among the men who serve him. After General Catalonia's death, Treize was promoted to the leader of the Specials. He was close friends with Zechs Merquise and one of the few people to know Zechs' true identity. Treize's traditional views on combat and honor led to his opposition of the Romefeller Foundation, which was beginning to develop the automated mobile dolls weapons. He opposed this because he was a firm believer in tradition and honor, and felt that mobile dolls would make humans unnecessary in battle and therefore making warfare meaningless. His departure from the Foundation caused a similarly minded part of OZ to split into what was known as the Treize Faction. Though placed under house arrest, Treize was eventually freed by loyalists and took over the leadership of the World Nation. He piloted the OZ-00MS2 Tallgeese II during this time. He met his end in battle against Chang Wufei, apparently of his own volition. Treize was also an accomplished mobile suit designer as he created both the OZ-13MS Gundam Epyon and the OZ-00MS2B Tallgeese III. Treize KushrenadaCL 14
Medium Human noble 10/officer 4 Init +14; Senses Perception +14 Languages Basic, 7 unassigned
Defenses Ref 29 (flat-footed 26, with Flurry 24), Fort 25, Will 31; Vehicular Combat hp 98; second wind +24/49; Threshold 25
Speed 6 squares Melee short sword +14 (1d6+8) or Melee short sword +16 (1d6+8) with Flurry Ranged slugthrower rifle +13 (2d8+7) or Base Atk +11; Grp +13 Atk Options Flurry, Improved Disarm, Melee Defense Special Actions Deployment Tactics, Grand Leader, Presence, Unwavering Ally
Abilities Str 12, Dex 14, Con 12, Int 16, Wis 14, Cha 16 Special Qualities command cover +2, Natural Leader (organization scale 10), share talent Talents Connections, Deployment Tactics, Grand Leader, Noble Fencing Style, Presence, Unwavering Ally, Wealth Feats Cornered, Flurry, Force of Personality, Improved Disarm, Linguist, Melee Defense, Natural Leader, Officer Candidacy Training, Predictive Defense, Vehicular Combat, Weapon Proficiency (pistols, rifles, simple) Skills Deception +15, Initiative +14, Knowledge (bureaucracy) +15, Knowledge (tactics) +15, Knowledge (technology) +15, Perception +14, Persuasion +15, Pilot +14, Use Computer +15 Possessions short sword, slugthrower rifle
Title: Re: Zehn's Creations
Post by: ZehnWaters on April 01, 2020, 07:04:47 pm
A woman descended from Italian nobility, Lucrezia Noin was the instructor at the Alliance's Lake Victoria Academy, which trained soldiers in the use of mobile suits. It was mentioned in the series that she got the second-highest grade in the history of Lake Victoria Academy (Zechs received the highest grade, although he claims it was only because Noin intentionally sought second place, in order to make him look better). She tended to take a motherly attitude towards her charges, and was predictably crushed when one of her graduating classes was killed in a nighttime ambush on the base by Chang Wufei. After being defeated and humiliated by Wufei, she left the Academy and followed Zechs in his mission of defeating the Gundams. She piloted a green OZ-07AMS Aries mobile suit during her time in OZ, which stood out among the standard blue/black Aries fleet. Noin was one of the few who knew that Zechs' true identity was Milliardo Peacecraft, and obeyed his wishes in discreetly looking after his little sister, Relena. Noin ended up leaving OZ to act as Relena's royal guard, secretly founding a defense team for the Sanc Kingdom; from here until the end of the series, she piloted a white OZ-12SMS Taurus suit (as opposed to the standard black). After the Kingdom fell, Noin went to space with the Gundam pilots, and participated in the final battles with White Fang. She then joined the Preventer organization with the codename "Fire". After the end of the Mariemaia Rebellion, she went to Mars with Zechs to help with the terraforming project. Noin has been deeply in love with Zechs for many years.
Lucrezia NoinCL 10
Medium Human soldier 6/officer 4 Init +12; Senses Perception +11 Languages Basic, 2 unassigned
Defenses Ref 24 (flat-footed 22), Fort 23, Will 25; Vehicular Combat hp 81; Threshold 23
Speed 6 squares Melee by weapon +10 Ranged slugthrower pistol +12 (2d6+5) Base Atk +10; Grp +12 Atk Options Point Blank Shot Special Actions Battle Analysis, Combined Fire, Coordinated Attack, It's a Trap!, Keep Them At Bay
Abilities Str 11, Dex 14, Con 12, Int 14, Wis 13, Cha 13 Special Qualities command cover +2, Rapport, share talent (Battle Analysis, Keep Them At Bay) Talents Battle Analysis, Combined Fire, It's a Trap!, Keep Them At Bay, Lead by Example Feats Armor Proficiency (light, medium), Coordinated Attack, Point Blank Shot, Rapport, Starship Tactics, Unified Squadron, Vehicular Combat, Vehicular Surge, Weapon Proficiency (pistols, rifles, simple weapons) Skills Initiative +12, Knowledge (tactics) +12, Mechanics +12, Perception +11, Pilot +15 (up to +19 alongside other specialists) Possessions slugthrower pistol
Title: Zehn's Creations
Post by: ZehnWaters on April 01, 2020, 06:40:35 pm
Title says it all! Just a thread of my own stuff I've made. Almost all stats since I'm no good with rules creation. * * * * OZ's ace mobile suit pilot, he is also known as the "Lightning Count" or "Lightning Baron" (due to the fact that he "fights like lightning" to strike his enemies fast and without warning). While he wears a mask supposedly to hide a facial deformity, the truth is he uses it to hide his true identity Milliardo Peacecraft, the lost son of the pacifist Peacecraft family. After the United Earth Sphere Alliance destroyed the Peacecrafts as King Peacecraft was considered a threat to their totalitary rule of Earth and the colonies, Zechs became an OZ soldier to seek revenge on the Alliance for the murder of his family by working his way through the inside. After acquiring the Tallgeese prototype mobile suit, Zechs succeeded in freeing the Sanc Kingdom (his homeland) from the Alliance's control. Considering himself too tainted to revive the Kingdom, Zechs instead pushed his younger sister Relena Peacecraft to take up their parents' legacy.
After witnessing the Sanc Kingdom fall a second time and becoming disillusioned, Zechs accepts the rebel organization White Fang's offer to become its leader. During this time, he pilots OZ-13MS Gundam Epyon. Disgusted by the state of human affairs, he sought to destroy the planet and leave civilization to the "innocent" colonies (though this attitude is simply a ruse to help end the war). He vanished in a final duel with Heero Yuy, apparently sacrificing himself to destroy Libra's main reactor.
But he reappeared one year later, piloting the OZ-00MS2B Tallgeese III. Joining the Preventer organization under the codename "Wind", he allied himself with the Gundam pilots to stop Dekim Barton's plan to carry out the original Operation Meteor.
Zechs Merquise/Milliardo PeacecraftCL 16
Medium Human noble 2/soldier 7/ace pilot 3/officer 4 Init +15; Senses Perception +14 Languages Basic, 8 unassigned
Defenses Ref 32 (flat-footed 30), Fort 30, Will 31; Dodge, Vehicle Dodge +1, Vehicular Combat, Vehicular Evasion hp 154; Threshold 35
Speed 6 squares Melee by weapon +16 Ranged slugthrower pistol +16 (2d6+8) Base Atk +14; Grp +16 Special Actions Assault Tactics, Battle Analysis, Born Leader, Commanding Presence, Feared Warrior, Harm's Way
Abilities Str 14, Dex 15, Con 14, Int 14, Wis 12, Cha 12 Special Qualities Bad Feeling, command cover +2, share talent (Battle Analysis, Assault Tactics) Talents Assault Tactics, Battle Analysis, Born Leader, Commanding Presence, Feared Warrior, Grand Leader, Harm's Way, Renowned Pilot, Vehicular Evasion Feats A Few Maneuvers, Armor Proficiency (light), Bad Feeling, Dodge, Improved Damage Threshold, Linguist (2), Skill Focus (Pilot), Starship Tactics (2), Tactical Genius, Toughness, Vehicular Combat, Weapon Proficiency (pistols, rifles, simple) Skills Deception +14, Endurance +15, Initiative +15, Knowledge (tactics) +15, Mechanics +15, Perception +14, Persuasion +14, Pilot +20, Use Computer +15 Possessions slugthrower pistol