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
There used to be on the old WotC message board a list of feats and other stuff that accentuate or correlate to the various lightsaber forms. Does anyone have it or wants to come up with their own? Obviously Ataru works well with Acrobatic Strike but what about Niman? Shii-Cho? etc.
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
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
Wookieepedia seems to have a lot of the information in one place. Just make sure you use the Legends tab and not the "canon" tab. There was an old Essential Guide to Equipment book but it was from decades ago. Not sure if they updated it.
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)
Thoughts on adding additional backgrounds from the Saga Edition Wiki? If nothing else, the Jedi Training Clan backgrounds (the Jedi Skill pool is so shallow and this really helps open it up in a way that totally makes sense)? I know we've got a SagaEdition.com tab that we can check or uncheck.
Custom Starship Sheet 1.09; is there any way to modify it so that certain options can be chosen more than once (besides hanger bay and weapons)? Like Medical Bay or Passenger Seating/Quarters?
While we're waiting, Custom Starship Sheet 1.09; is there any way to modify it so that certain options can be chosen more than once (besides hanger bay and weapons)? Like Medical Bay or Passenger Seating/Quarters?
I take it back, we've been using: SagaSheet 1.4 (Ilmion fixed 0.5)
Ok. There are many bugs others have fixed since then; there have been at least 10 revisions. Do you think your brother could combine his bug fixes with the bug fixes of the latest Sagasheet (ver. 1.5.0)? That would truly awesome.