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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

Post Low Level Characters Here

Discussion in 'Archive: Games: RPG & Miniatures' started by fryda_swaid, Jun 6, 2006.

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  1. fryda_swaid

    fryda_swaid Jedi Youngling star 1

    Registered:
    Sep 4, 2005
    Yes, I know there is already another character thread on the board, I have even posted to it. However, most of the characters on that board tend towards higher levels. What I am looking for here is specifically lower level characters, nothing above 5th level, that would be suitible enemies or allies for low level characters.
     
  2. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    ah, you want a rogues' gallery.

    Do you want just stats, or more personalities & backgrounds?
    Heroic assistants, villainous personalities, general background, informative contacts, or all of the above?
    I'd be happy to post some of my old PCs and NPCs, but they are in D6, so you'd have to convert them.
     
  3. FlareStorm

    FlareStorm Jedi Grand Master star 6

    Registered:
    Nov 13, 2000
    The tables in D&D have levels 1-20 for the core classes, the SWRCRB has 3,7,15 or something. Definately not as useful.

    But yeah, whatcha want? Dumb-ass thugs? a group? just stats?
     
  4. Rogue_Thunder

    Rogue_Thunder FanForce CR, Edmonton, Alberta, Canada star 6

    Registered:
    Jan 7, 2003
    I think he just means to post interesting low-level characters.
     
  5. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    You'll have to do the conversion, but here are a couple to play with

    Fogius Creel
    Dex 2D+2
    Kno 3D+1
    Mec 2D
    Per 3D+1
    Str 2D+2
    Tec 2D
    Control 4D
    Sense 4D
    Alter 2D
    DSP 4
    FP 2
    CP 4
    Lightsaber 6D
    Dodge 5D+2
    Blaster 4D
    Brawling parry 3D+2
    Melee 4D+1
    Melee Parry 3D+2
    Control Disease, Lightsaber combate, farseeing, TK, accelerate healing, enhance senses, control pain, hybernation trance
    Heavy blaster, Blaster riffle, flack vest, flack helmet, knife, synthrope, 500 credits

    Fogious Creel was a knight in training at the end of the clone wars. During his training, he cracked under the strain of an uncontrolled future Farseeing vision. He ran from his master leaving everything behind (even his lightsaber). Since then, he has worked as a mercenary. He keeps 3 bounty hunters with him to help out.
    While not beyond redemption, Creel is heavily tainted by the Dark Side. He could be a valuable ally, a competitor, or a foe.

    Conversion: 2 levels of jedi guardian, 3 fringer or soldier?



    Loki
    Dex 3D
    Kno 3D
    Mec 3D+2
    Per 3d+1
    Str 2D
    Tec 3D
    Starship Piloting 5D+2
    Shileds 5D+2
    Bargain 5D
    Starship Repair 4D+2
    DSP 0
    FP 1
    CP 9
    Flak vest, Blaster Pistol, clothes, ragged cloak, commlink, piloting outfit, stock freightor, 25000 credit bounty, 2000 credits

    Loki is a tall (1.87M) deveronian woman just trying to make her way in the galaxy. Unfortunately, her purely legitimate loan was purchased by a loanshark, causing her to have to run whatever cargo he wished. She is available for hire at almost all times, and won't ask questions beyond where, when, and how much. She also won't pad the bill, but will insist that passengers pay for any damages to her vessel beyond the ordinary (like having it shot up by TIE fighters).
    She has a stock Ghtroc 700 series freightor, with a weapons upgrade (FC 2d, Dam 5D) and a tractor beam. So far, she's avoided imperial attention, but their attitude and hers are in direct conflict. If she can help the rebellion without getting branded as a rebel by the empire, so much the better.

    Conversion: Fringer, with skills devoted to piloting (is pilot a separate class?). 1st Level




    Flamberge
    Dex 4D
    Kno 3D
    Mec 2D
    Per 4D
    Str 3D
    Tec 2D
    Dodge 7D
    Blaster 5D
    Melee 5D+2
    Melee parry 5D
    Command 6D
    Con 6D+2
    Stamina 4D
    Bargain 5D
    Jetpack 3D+1
    FP 2
    DSP 1
    CP 6
    Sword (Str+1D+2), Heavy blaster pistol, blaster pistol, jet pack, flashy clothes, synthrope, 5000 credits, flak vest, 3 grenades.

    Flamberge was once a pirate. In fact, he rose through the ranks to be second in command of a corvette. He was good at his job. Some laughed at him for acting like a character out of a holodrama, but no one questioned his orders.
    After a particularly successful raid, the ship settled down to make minor repairs on an uncharted, unremarkable swamp world. No one knows what happened--even Flamberge doesn't remember. All he knows is that suddenly he was alone on the ship, commanding the droids to make the jump to hyperspace. When he went to the refresher to splash some cold water of his face, he saw a glowing + imbedded in the skin on his forhead. He finally calmed down from the shock of this scar/tatoo, to find the ship being hailed by a squadron of X-Wings. Flamberge promptly surrendered the ship and droids to the rebellion, claiming only his personal equipment, and signed onto their cause.
    Since then, Flamberge has adopted a small girl (9-yo) orphaned by the empire and otherwise worked to help the rebellion as an active member wherever he was assigned.
    He still wears his flashy outfits and prefers sword fighting to shooting with blasters (mainly because most opponents aren't used to melee attacks). Has made Bounty Hunter Zandara consider him a mortal enemy.

    Conversion: LVL 5 Fringer or soldier/fringer mix




    Hercule
    Dex 3D+2
    Kno 2D+1
    Mec 2D+2
    Per 3D
    Str 3D
    Tec 2D+1
    Dodge 5D+2
    Melee 5D+2
    Melee Parry 4D+2
    Con 4D
    Languages 4D
    FP 2
    DSP 0
    CP 8
    Sense 2D
    Magnify Senses, Sense Force, Weather Sense, Receptive Telepathy
    Sword, blaster pistol, brown cape, black t
     
  6. fryda_swaid

    fryda_swaid Jedi Youngling star 1

    Registered:
    Sep 4, 2005
    Exactly. High powered characters can be fun, but lower level characters tend to be more interesting because the emphasis is on personality, not on power. I have been working on some characters for a demo game I have been asked to run for my local game store which I will post as soon as I have them finished. They consist of a Bothan slicer, a tech specialist who is focused toward being a doctor, a martial artist force adept, and a Rodian ranger-type soldier. I kind of imagined them in sort of a "Serenity" type scenario.
     
  7. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Sorry, error in my last entry. Should be lvl1 fringer, lvl1 Force Adept.

    Couldn't remember what the name of the class was.

    BTW: was that the sort of entry you were looking for? Did you have something else entirely in mind?


    Pretty Pinky
    Dex 1D
    Kno 3D
    Tec 1D
    Per 1D
    Str 1D
    Mec 1D
    Running 8D
    Dodge 7D
    Climbing/Jumping 7D
    Languages 5D
    FP 0
    DSP 0
    CP 5
    Equipment: bipedal body, verbobrain vocabulator, Super-spongy shocks, 2 fine manipulators.
    Description: Originally a child's plaything, Pinky is a combination of the most light-weight components the child could find. The head is a standard protocol model, the hands can barely lift any object, and the torso is little more than a box to house the power source and attach limbs. Pinky's legs are where the real expense comes in. They were originally intended for a sporting model, and are capable of reaching high speeds (3x normal human speed) and propelling the droid to great heights (up to 8M) when jumping. The combination allows Pinky to bob and weave unpredictablly as well. The only downside is that Pinky has to be careful not to try moving from a standstill to full speed, or his legs will skid, making him appear like a cartoon character running legs without moving until traction finally kicks in. Pinky also needs to recharge within an hour of such high activity and is very fragile.
    Background: Pinky's creator's younger sister was responsible for painting the droid pink, with a variety of violet high-lights. Since winning the droid derby biped race he was built for, Pinky has become a family heirloom, acting as a nanny and educator for the young children. Pinky has been the target of many jokes, though he takes pride in his deep bass voice, and sees nothing wrong with his pigmentation or twiggy appearance.
    In theory, Pinky could carry a child weighing 25kg or less while running, but his performance would be significantly encumbered.
    Pinky would be an excellent guardian or companion for a small child. Even as a "Pet" for the "Kid" template.
     
  8. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Sorry for all the single posts, but I gotta track these old characters down a couple at a time.


    Name: Saliacia
    Age: 27
    Gender: Female
    Species: Tarong
    Home: Disim
    Allegiance: usually losers, but luck is improving
    Department: tourism and courier
    Rank: like, you know, civilian.
    Weapons: Claws (4d), running(flying) away, jabbering incoherently, causing confusion
    Weapons: Like I said, claws and flying. Did you know the only other species that I have to share the skies with that is a natural flyer is the Ri'Dar? They are so cute and soft and fuzzy.
    Height: 4.25 meters (wingspan 14 meters)
    Weight: 325kg
    DEX: 4d
    dodge 7d
    flying 7d
    KNO: 3d+1
    languages 5d+1
    MEC:1d+1
    PER: 4d
    mimicry 5d+2
    STR: 3d+1
    lifting 4d+1
    TEC: 2d
    Damage from claws: 4d
    Equipment: Satchel, Commlink, Talong-sized pocket computer, flak helmet with macro-binoculars and enhanced nightvision, 1000 credits
    Limitations: Try finding a swimming suit when you're 12 feet tall and 650lbs that doesn't make you look fat. Heck, try fitting in through most doorways to shop. Or eat. Tarongs do not like being cold.
    Special Markings: aside from being an 4.25M tall avian with a 13m(45ft)wingspan? There's a line of green faethers running along the middle of the underside of her otherwise taupe wings.

    Bio: Salaicia (Sals for short), is a courior for hire. She will deliver a message any where, to anyone. With her ability to mimmic others, she can almost always deliver the message with the exact same tone and inflection as the person who sent the message. All this without having to rely on a dim-witted droid to do the job or leave a tracible signal through commlinks or holo-transmitters. Or she can carry whatever item you want (so long as she can carry it while flying). If she likes the person in question, she MIGHT consent to fly someone on her back.
    When not speaking for someone else, Salaicia has the Valley Girl accent and mannerisms of an LA teenage socialite, with enough Foghorn Leghorn thrown in that it's difficult to get a word in edgeways.
    One of Salaicia's pet peeves is seeing humanoid women in trouble. She has often swooped in and grabbed a woman in trouble, flown her to safety, and given her a good talking to.
    Sals loves to travel and meet new and interesting people. She could retire from courier work, but would miss the people.

    Conversion: probablly 3 levels of scout, with maybe one fringer.
     
  9. fryda_swaid

    fryda_swaid Jedi Youngling star 1

    Registered:
    Sep 4, 2005
    Okay here are two of the characters that I promised yesterday.

    Azira Kre'rey:Female Bothan Noble 1; Init +2, Defense 14 (+2 Dex, +2 Class); Spd 10m; VP/WP 5/9; Atk +2 Ranged (3d4/20, Sporting Blaster); SQ Favor +1, Species Traits; SV Fort -1, Ref +3, Wil +2; SZ M; FP 1; DSP 0; Rep +0; Str 10, Dex 14, Con 9, Int 11, Wis 11, Cha 16, Challenge Code A
    Equiptment: Sporting Pistol, Mastercraft Datapad, Personal Holo Projector, Recording Rod
    Skills Computer Use +4, Diplomacy +4, Gather Information +4, Knowledge (Politcs) +2, Ride +4, Spot +2
    Feats: Alertness, Trustworthy, Weapon Group Proficency (Blaster Pistols) Weapon Group Proficency (Simple Weapons)

    Azira is a young Bothan with a knack for computers. She finds them much more likable than most sentients. They never judge you on your looks or race. They keep secrets because they are programed to, not because of a misguided belief that all Bothans are spies. That being said she still makes good use of her natural talents to gain access to the most interesting networks.

    Leenik: Male Rodian Soldier 1; Init +3; Defense 16 +3 Dex, +3 Class); DR 2; Spd 10m; VP/WP 11/13; Atk +4 Ranged (3d8/ 19-20, Blaster Carbine) 0r +4 Ranged (4d6+1/20, Frag Grenade); SQ Species Traits; SV Fort +3, Ref +3, Wil +0; SZ M; FP 1; DSP 0; Rep +0; Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 10; Challenge Code A
    Equiptment: Blaster Carbine , Four Frag Grenades, Blast Helmet and Vest, Com Link, Glow Rod
    Skills: Craft (Blaster Rifle) +4, Intimidate +4, Knowledge (Tactics) +4, Profession (Bounty Hunter) +4
    Feats: Armor Proficency (Light), Point Blank Shot, Rapid Shot, Track, Weapon Group Proficency (Blaster Pistol), Weapon Group Proficency (Blaster Pistol), Weapon Group Proficency (Heavy Weapon), Weapon Group Proficency (Simple Weapons), Weapon Group Proficency (Vibro Weapons)

    Leenik is the latest in a long line of bounty hunters who have become incredibly wealthy. Rather than use his family's influence to gain admission into one of the schools for warriors on Rodia, he slipped away and joined up with a hard luck mercenary company. When his comrades ended up on the wrong side of an Imperial legion, Leenik's life was saved by his sergeant. He followed the sergeant into the Rebel Alliance and for the first time he was fighting for something bigger than himself, an unfamiliar but not unpleasent situation.
     
  10. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Goz'Sippy
    Dex 4D+2
    Kno 3D
    Mec 4D
    Per 2d+1
    Str 1D
    Tec 3D
    Repulsorlift operation 5D
    Repulserlift rep 5D
    Bargain 4D+2
    Walker Op 4D+2
    Walker Gunnery 4D+1
    Starship Repair 5D+2
    Droid Prog/Rep 6D
    DSP 0
    FP 1
    CP 5
    Flak vest, Blaster Pistol, clothes, ragged dirty coveral, commlink, Junkyard, 2 walker-scale battle machines, tool kits (for all occasions & projects), pocket computer, 2 R5 astromechs (with lots of optional improvements), 3 MSE-6 droids (heavily modified) 1000 credits

    Goz'Sippy is a true Squib trader, creating complex and confusing deals and bargains. Years of experience, however, have taught her that other races don't appreciate the true art of bargaining, so she starts off with simple transactions (no more than 4 other people in the mix) until the new customers get used to proper procedure.
    Goz'Sippy is the Great-grand-daughter of Supreme Master Bargainer Cha'itty (sadly deceased). She inherrited his scrapyard, and it's legacy. Hidden under one of the larger piles of parts & debris, is the inherritance of two lost nobles of House Pelagia who disappeared during the Jedi Purge. Only Goz'Sippy, and 4 nobles of House Pelagia and 1 of House Cadriaan know about this. The trove is shilded against detection--even a star-destroyer's sensor suite will only register dirt and rock with high concentrations of industrial polutants & contamination.
    As part of the defense of the scrapyard (and the treasure trove), Goz' inherrited two complicated battle machines--essentially walker-scale droids with weapons. Although partially sentient, these machines function better with pilots. Pilots can either crew the machines or operate them remotely with a gaming console that Cha'Itty built. Goz' has had little need to use the droids, but when she does, she usually lets one opperate independantly while she controls the other directly. She may turn control of the second one over to someone else she trusts if necessary. She will only use these if the scrapyard itself is in danger, or if she has to lift something very heavy (like an entire Hyperdrive assembly). As she knows the yard intimately, she has a +3d (+10) bonus to evading, or loosing anyone trying to chase her. There are even sections where life-form scanners won't penetrate.

    Combat Droids
    Type: unique hodge-podge battle machines
    Scale: Walker
    Crew: 1 (can operate under computer control)
    Skill: Walker Operation/Gunnery
    Crew Skill: Goz'Sippy or Computer (3D op & guns)
    Size: 8m tall
    Speed: Run 20" (double human normal), Fly 5"(1/2 human running speed)
    Hull: 2D+2
    Armor: 2D
    Shields: 1D+2
    Cost: Not for sale
    Weapons:
    Ram Fist: FC 1D, Damage 4D (walker scale), Range 2M
    HV Laser Cannon: FC 2D, Damage 5D, Range 10/20/40
    Rail-gun: FC 3D, Damage 4D (Armor Piercing), Range 15/50/70
    Flame-thrower: FC 1D, Damage 5D/4D (character scale, area effect), Range 5/10/15, Radius 0-1/2-5
    Both machines have a survival pilot ejection system. All systems have 1 tech-die from Squib tinkering. Tougher than a AT-ST, but not as fiersom as an AT-AT.
    "Hi,how-can-I-help-you-today-Boy-what-nice-weather-are-you-looking-to-buy-or-sell-? I-have-everything-you-might-need-How-about-a-new-flux-agitator-for-your- hyperdrive-in-exchange-for-that-swoopbike?-only-600K-KM-on-the-gears..."

    Conversion: Fringer, with skills devoted to negotiation, repair, Gearhead feat, 3rd Level.
    Battle droids should be enough to intimidate causal pirates, but not enough to seriously threaten a concerted military invasion (1 AT-AT can make mince-metal of both in a single round)


    Wrrrrnp 'kptCha ("Wirnp")
    Dex 3D+2
    Kno 2D
    Mec 3D+1
    Per 4d
    Str 3D
    Tec 2D
    Blaster 5D+2
    Dodge 5D+2
    Bargain 5D
    Beast Riding 4D+1
    Melee 4D+2
    DSP 0
    FP 1
    CP 5
    Flak vest, Blaster Pistol, clothes, force-pike (STR+2D), commlink, cooking gear, saddle, 1000 credits

    Wrrrrnp is a Kubaz bug-taster. His job is to scour the galazy in quest of new food sources for his people. At 1.3 meters tall, he's shorter than average for galactic species, which does help him evade notice in crowds.
    Wirnp has a r
     
  11. Rogue_Thunder

    Rogue_Thunder FanForce CR, Edmonton, Alberta, Canada star 6

    Registered:
    Jan 7, 2003
    I have a 6th level FA/DSD I was using in my live game as the leader of a Trandoshan slaver cult.... I never got to use him and that campaign went downhill.

    I'll post him after I get back from work. :)
     
  12. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Hrod eYup
    Bounty Hunter
    DEX 4D
    KNO 2D+2
    MEC 2D+2
    PER 3D
    STR 3D+2
    TEC 2D
    Blaster 7d
    Dodge 7d
    Genade 5d
    Melee 5D+1
    Streetwise 4d+2
    Jetpack Operation 4D+1
    Investigation 4D
    Sneak 4D
    Search 3D+2
    Brawling 4D+2
    Armor Repair 3D
    Equip: Shiney sapphire blue armor (+1d physical, +1 energy, -1d Dex), HV blaster pistol(5d), jet pack, 2 knives (STR+1D+1), Ion Demp pistol (4D ionization), Hold-out blaster (3D), 2 medpacks, 1000 credits, 50M synthrope, 3 binder cuffs, duffel bag, Blast Helmet (also blue), datapad of current bounties, Swoop bike.
    BG: Hrod is very proud of his armor. It's his trade mark. It is what he feels makes him who he is. Without it, he feels naked. He spends hours polishing it to mirror finish, and gets miffed at the slightest ding or speck of dirt. Woe to any who dare insult his armor, or worse, dirty it with either digestive fluids or (what is highly likely to follow) life-fluids.
    Hrod is only a mildly successful bounty hunter. His main success was from figuring out which criminals were likely to jump bail, and following them until their missed court date and arrest them as soon as the warrent was issued. One unfortunate was held up by legitimate traffic concerns, only to have Hrod arrest him on the steps of the courthouse as he moved to surrender himself.
    Hrod has only recently started taking illegal bounties. He doesn't like it much because it isn't as glamorous, and requires him to actually work to investigate. And the targets tend to fight and resist more when they know they're going to be brought before a crime-lord, bookie, or leg-breaker and possiblly killed.

    D20 Conversion: 2 fringer/2 soldier or 4 fringer. Enough to have some experience, but not enough to lop-side a combat or overshadow the characters

    ----------

    Keema Naan
    Young Jedi
    DEX 3D
    KNO 2D
    MEC 2D
    PER 4D
    STR 2D
    TEC 2D
    Lightsaber 4D
    Dodge 5D
    Stamina 3D
    Languages 3D
    First Aid 3D
    FP: 2
    SP: 5
    Control 2D
    Sense 1D
    Alter 1D
    Lightsaber, Jedi Robes, 2 medpacks, Jedi Utility Belt, 500 credits, datapad
    Conversion: LVL 1 Consular

    Paneer Naan
    Young Jedi
    DEX 3D
    KNO 2D
    MEC 2D
    PER 4D
    STR 2D
    TEC 2D
    Lightsaber 5D
    Dodge 5D
    FP: 2
    SP: 5
    Control 3D
    Sense 2D
    Alter 1D
    Lightsaber, Jedi Robes, Utility belt, 500 credits, training remote
    Conversion: LVL 1 Guardian

    Paneer and Keema are brother and sister. While Paneer has devoted himself toward the more confrontational aspects of his jedi training, Keema has turned toward a wider range of skills to help understand and negotiate. Both are very yound and just beginning their Padawan training. Both are 1.4 meters tall, with sandy-brown hair and solid black irises--actually, their eyes are always completely dilated (Low-light vision, but -1D if exposed to bright light).

    Tikka Masalla
    Jedi Knight
    Master to Keema Naan
    Old, and wise, and ready to become one with the force, Tikka is trying to awaken Keema to the beauty of the Force within her. Tikka has developed a fatal medical condition and will soon be unable to teach her student, or even breath.

    Conversion: LVL 12 Consular, but very old and frail.


    Korma Saag
    Jedi Knight
    Saag was a young fire-brand who rose very quickly during his eary years of Jedi training, but then hit a wall when it came time for the trials. It took him 7 attempts to finally pass. Now he's mellowed a bit with age, and is working with his first student. Unfortunately, he also managed to annoy a powerful criminal figure and establish a very high bounty on his head. Hunters, fully aware of what he is, are closing in on him now. Paneer Naan may soon be in need of a new master.

    Conversion: LVL 5 Guardian, 3 fringer, 2 consular, 2 Jedi Master


    Note:
    The names I put in for the Jedi here are silly. They're from dishes served at a local indian bistro called "Tandori Oven". I use them as a joke at Lucas' expense and in retribution for the silly names cobbled together for the prequels. Not very original, but Spinach, Cheese, and Lamb won't mind.
     
  13. Rogue_Thunder

    Rogue_Thunder FanForce CR, Edmonton, Alberta, Canada star 6

    Registered:
    Jan 7, 2003
    Here's Korvil:

    Korvil:

    Human Force Adept 4 / Dark Side Devotee 2: Init +0; Defense 19 (+7 class, +2 defensive martial arts); Spd 10m; VP/WP 40/14; Atk +5 melee (1d4+1 unarmed) or Atk +6 (2d6+1 Sith Sword) or Atk +4 ranged (3d6 Fort DC 15, blaster pistol); SQ Dark Side Talisman +2; SV Fort +6, Ref +4, Will +10; FP 3, DSP 3; Str 12, Dex 10, Con 14, Int 13, Wis 16, Cha 10; Challenge Code D
    Equipment: Sith Sword, Dark Side Talisman, Blaster Pistol, Dark Side Armour.
    Skills: Bluff +4, Handle Animal +6, Intimidate +4, Pilot +4, Sense Motive +5, Spot +6.
    Force Skills: Affect Mind +6, Battlemind +4, Drain Energy +4, Enhance Ability +4, Fear +5, Force Grip +8, Force Stealth +5, Force Strike +4, Heal Self +5, Illusion +6, See Force +6, Telepathy +5.
    Feats: Exotic Weapon Proficiency (Sith Sword), Force Sensitive, Martial Artist, Defensive Martial Arts, Skill Emphasis (Force Grip), Weapon Focus (Sith Sword), Weapon Group Proficiency (Blaster pistols, primitive weapons, simple weapons).
    Force Feats: Alter, Mind Trick, Control, Sense.

    And his Trandoshan cannon fodder:

    Trandoshan Thug 4: Init +0; Defense 13 (+2 class, +1 natural armour); Spd 10m; VP/WP 0/13; Atk +7 melee (1d3+3 unarmed) or +7 melee (2d4+3 Neuronic whip) or +7 melee (3d8+3 great Force pike); SQ natural armour +1, darkvision; SV Fort +5, Ref +1, Will +1; FP 0, DSP 1; Rep +0; Str 16, Dex 10, Con 13, Int 11, Wis 10, Cha 10, Challenge Code B
    Equipment: Neuronic Whip, Great Force Pike, Utility Vest (DR 1, ACP ?1).
    Skills: Climb +5, Listen +1, Ride +4, Spot +1
    Feats: Armor Prof (light), Weapon Profs*.

    A Slaver Captain:

    Trandoshan Thug 2/Scout 2: Init +0; Defense 14 (+3 Class, +1 natural armour); Spd 10m; VP/WP 14/13; Atk +6 melee (1d3+3 unarmed) or +7 melee (2d4+3 Neuronic Whip) or +3 ranged (3d6 Fort DC 15, blaster pistol); SQ (same as above); SV Fort +6, Ref +2, Will +2; FP 1, DSP 2; Str 16, Dex 10, Con 13, Int 11, Wis 10, Cha 10, Challenge Code C
    Equipment: Neuronic Whip, Blaster Pistol, Utility Vest (DR 1, ACP ?1).
    Skills: Knowledge (world lore) +4, Listen +4, Ride +3, Spot +4, Survival +3.
    Feats: Armor Prof (light), Track, Weapon Profs *

     
  14. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Here's a nice trio for the party to deal with.

    Lightfinger Boggs
    Bounty Hunter
    DEX 4D
    KNO 2D+2
    MEC 2D+2
    PER 3D
    STR 3D+2
    TEC 2D
    Dodge 7D
    Blaster 7D+1
    Repulsorlift op 4D+2
    Investigation 5D
    Streetwise 3D+2
    Flashy clothes, HV blaster, holdout blaster, datapad of illegal bounties, 3000 credits, racer Swoopbike
    FP 2
    SP 8
    DSP 4

    Nastah MooDah
    Rodian sharpshooter
    DEX 4D
    KNO 3D
    Mec 2D+2
    PER 3D+2
    STR 2D+1
    TEC 2d+1
    Blaster 6D
    Dodge 5D
    Repulsorlift Op 4D+2
    Sneak 5D+2
    Sniper Blaster riffle with extended range, Swoopbike, backpack, drab black clothing, flak vest, 500 credits, blaster pistol, knife
    FP 1
    SP 5
    DSP 2

    Pakati Sousch
    Squib Grifter
    DEX 4D
    KNO 2D+1
    MEC 3D+1
    PER 4D
    STR 2D+1
    TEC 2D
    Dodge 5D
    Blaster 5D
    Space Transports 5D+1
    Value 4D+1
    FP 1
    SP 5
    DSP 1
    Squib salvage ship (no weapons except tractor beam), HV blaster pistol, swoopbike, knife, flack vest

    This trio operates as a group, claiming illegal and dubious bounties, almost exclusively those that specify "DEAD" or give that option, even if it pays less. Their scheme runs as follows: they track down or stumble upon the location of a bounty. Nastah sets himself up in a possition to snipe the target. Lightfinger challenges the target to an honorable snootout (better than having someone shoot you in the back. This way you stand a chance...). Pakati acts as lookout and backup for Nastah. Nastah uses the setup time to position his sniper riffle and takes extra time to draw a bead on the target. Nastah, Lightfinger, and (presumablly) the victim of the scheme try to out-haste each other (-1D per hasted action, but actions happen before the other character's actions; multiple levels of haste are possible; multiple hasted actions allowed). Between the two of them Nastah and Lightfinger usually manage to kill their targets. Most spectators are so busy looking at Lightfinger in his snazzy clothes and the victim, they don't notice Nastah or Pakati. Anyone who looks like they might be trouble is "accidentally" hit by a stray shot fired by Pakati. "He was going to shoot Lightfinger because he lost his bet against my friend!"

    Pakati provides transport to the various worlds the trio hunts. His ship isn't glamorous, even by tramp freightor standards, but it works. Once on the planet, the trio use their swoopbikes to run their target to ground.
    Lightfinger Boggs is the leader, the point-man, and the dandy of the group. His job is to be noticed so that no-one else pays attention to the others. He professes to being an honorable fighter, and sometimes looses himself in the part, demanding honorable satisfaction for perceived slights or insults from average citizens. Regardless of how outmatched the citizen may be, the trio always uses the same setup. When possible, Nastah will use high-ground (balcony window, rooftop, etc).

    Any party members have bounties on them? Maybe they are tripped in a cantina and accidentally slosh drinks onto Lightfinger. Mayber Boggs & crew are hunting down the same person. Or Lightfinger might be after whoever the party are trying to protect.

    Conversion: Lightfinger Boggs will be 2nd or 3rd level (not sure what class to make him, but you can probablly figure out how to make it interesting from the description and challenging for the party). Pakati Sousch and Nastah MooDah are both 1st, probablly fringers.
     
  15. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Jak Wyre
    DEX 3D+2
    KNO 2D+2
    MEC 2D+2
    PER 2D+1
    STR 3D+2
    TEC 3D
    Dodge 7d
    Blaster 7d+1
    Firearms 5D+2
    Heavy Weapons 5D+1
    Melee 6D
    Genade 4D+2
    Missile Weapons 5D
    Melee Parry 5D+1
    Brawling Parry 6D+1
    Survival 4D
    Tactics 5D
    Willpower 4D+1
    Intimidation 4D+2
    Repulsorlift op 3D+2
    Bargain 5D+1
    Command 7D
    Persuasion 4D+1
    Sneak 5D+1
    Search 5D
    Brawling 5D+2
    Stamina 4D+1
    Demolitions 4D
    Security Systems 5D
    FP 1
    SP 6
    Equip: Backpack, black clothing, red beret, blaster pistol, hv slugthrower riffle, grenade launcher, 3 genades, knife, 5 cubes of detonite, remote detonators, blaster carbine, flak vest (+1d phys, +1 energy), 1000 credits

    Fench Prek
    DEX 3D+2
    KNO 2D+2
    MEC 2D+2
    PER 2D+1
    STR 3D+2
    TEC 3D
    Dodge 6d
    Blaster 6d+2
    Firearms 5D
    Melee 5D
    Genade 5D+2
    Melee Parry 5D+1
    Brawling Parry 6D+1
    Planetary Systems 4D
    Survival 6D
    Willpower 4D
    Repulsorlift op 5D+2
    Astrogation 4D+1
    Space Transports 4D
    Starfighter 4D+2
    Starship gunnery 4D+1
    Bargain 4D+1
    Command 5D
    Persuasion 4D
    Sneak 4D+1
    Search 6D
    Brawling 4D+2
    Stamina 4D+1
    Demolitions 5D
    FP 1
    SP 4
    Equip: cammo gear, backpack, 50m synthrope, blaster pistol, blaster riffle, 3 genades, 8 cubes of detonite, remote detonators, sugar-heavy candy ("survival food"), knife, 1-credit lucky coin, 300 credits.

    These two mercenaries have been arround for several years, and done a lot of things... Some of them even legal. Once or twice they've been duped into working for a local imperial officer or CompNOR, but for the most part they drift around the outer rim worlds looking for contracts. Wyre has held ranks as high as Colonel in charge of security. Wherever possible, they try to work as a team, recruiting and training locals to act as their strike force for whatever project, and leave when finished. The theory being that if the locals can fight for themselves, they won't need to hire mercenaries to do it for them again--besides they have motivation and a knowledge of the territory.

    Wyre and Fench argue amongst themselves constantly. Wyre's knowledge and tactical skill usually win. Fench uses is lucky coin to help decide which plan to follow, which planet to head to next, and to win the occasional argument. Wyre is the tactician and planner. Fench is usually left to plot escape routes, deal with vehicles and transport, and when necessary, get them offworld when the plan blows up in their faces.

    They are available for hire by anyone (though a story of woe by oppressed locals against a crimelord or local bureaucrat will be more likely to motivate them) but expensive (1000 to 20000 credits, depending on the job and the haggling).


    Conversion: LVL5 soldiers or soldier/fringer mix
     
  16. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Eraskin
    Columi Slicer
    DEX 1D
    KNO 6D
    MEC 2D
    PER 3D
    STR 1D
    TEC 5D
    Radio Wave Transmission: Columi can transmit signals to operate machines and droids within LoS
    Repulsorchair op 4D
    Bargain 5D
    Investigation 6D+1
    Search 5D
    Droid Prog/Rep 9D
    Computer Prog/Rep 8D
    Security 7D+2
    FP 1
    SP 9
    Luxury Yacht, 3 R2 series droids, 2 R4 seiries droids, 9 MSE-6 droids with surveilance programming, 28 camera droids with HoloRecorders & transmitters, 5 messenger droids, 1 LEVO law-enforcement/security droid, Duros Pilot & Valet, galactic grade computer terminal, hover chair, droid tool kit, computer tool kit, commlink.
    Eraskin is a specialist for hire. While Jedi can try to use Farseeing to locate their targets, Eraskin is the Sentient to see about court-admissable holographic surveilance and other data. He opperates from either his yacht or a rented office, with droids to look after most of his needs, and a Duros pilot to deal with those matters that can't be trusted to droids (or the robophobic). He operates strictly for hire, and strictly for surveilance. Once hired, he uses a variety of means to keep the employers up to date, from commlink transmissions to messenger droids, as requested. He has been hired by bounty hunters, law-enforcement officials, even CompNOR. Once the target has been found, it is up to the employer to determine what course of action, if any Eraskin follows next. THe longer the project, the more Eraskin's bill will be. Off-world projects and lengthy contracts also cost extra.
    Eraskin's surveilance drones have a nearly legendary cammoflage ability. While many have tried to copy it, none have succeeded. Furthermore, those capturing his drones never get the same success from them once they reprogram them for their own use.
    Eraskin lives vicariously through those he has under surveilance. While his drones do not respect privacy, Eraskin would never surrender explicit recordings to anyone unless they were specifically mentioned in the contract (which would jack up his fees 30%). He is a consumate technician who takes great pride in his abilities and knows he's one of the very best in his field.

    Eraskin Surveilance Droid:
    All stats 1D except: Sneak 10D; Seach 6D; Security 5D+1; Dodge 6d.
    These droids resemble black frisbees when not camoflaged. They have a holorecorder and transmitter and can hover up to 5meters in normal gravity. They are virtually impossible to see or hear. They power their camoflage by tapping into local power systems. The slight fluctuations when moving from one room or ship to another is one of the only ways people might even spot them. Gotals, with their receptivity to EMP fields are one of the few exceptions. Their camoflage even works in lightspectrums beyond human-visible.

    D20 conversion: lvl 5 tech specialist specializing in droids and computer skills

    This is exactly the kind of character who can help the party when they need to find a specific person quickly. Eraskin's services aren't cheap, but they can advance the plot when the players are having a difficult time. Eraskin's broad knowledge base and recording library may allready have information on the being sought from another case. Such information is much cheaper than an new project, but can be as much as 10 years old. Eraskin can also provide information on anything from object d'Art, history, cultures, appaisals, and analysis services. Depending on the level of challenge, he may do it for free, just to expand his knowledge on a topic. He is an information resource.
    He also repairs and/or reprograms droids and computers, so long as he is allowed to copy all information. He will buy them as well, with no questions asked (he can always get any information he wants out of the droid/computer later).

    Of course, just because he took on one project to HELP the party doesn't mean he won't sell that information later to other parties (for a truly hefty fee). Equally, he will sell information on previous clients. Just be prepared to pay for it. Such information is usually at a cost greater than a new investigation
     
  17. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Jeruhd HighHopper
    Gerb adventurer
    Gerb (think about a rabbit that can walk upright) male
    1.2M tall, grey fur, brown eyes
    DEX 3D+2 PER 4D
    KNO 3D STR 3D+2
    MEC 2D+2 Tec 1D
    Dodge 5D+2, Blaster 4D+2, Brawling 4D+2, Search 5D, Survival 4D, Gunnery 3D+2
    Special Abilities: Accute hearing (+1d search) Claws (STR+1D) Kick (STR+1D+2)
    FP 1
    CP 5
    DSP 0
    Jeruhd hitched a ride on a frieghtor that stopped for repairs on Yavin 13 after a pirate attack. He wasn't found until the ship reached a civilized port. "Friendly conversation" with the captain told him that such hitch hiking wasn't viewed favorablly, and that he would be expected to work toear his keep. 2 years working on the freightor advanced his education considerablly, and while he wasn't much at maintenance or repairs, he did develop a remarkable talent for helping defend the ship next time pirates attacked. First he crewed the gun turret, then surprized the pirates by attacking from vent shafts and other confined spaces, and finally after capture, using his physcal abilities to help the entire crew escape. The captain forgave the debt and helped Jeruhd establish official identity within the empire.

    Jeruhd is available for hire. His goal in life is to see as much of the universe as possible. Unusually solitary and self-centered for his species, he still has their hyper-active reflexes and personality (he does ask questions--lots of questions). He also fidgets. A LOT. Still, he's a handy rodent to have covering your back. He mostly travels arround the fringe and outer rim, but you never know where the next ship will take him. He usually signs on as a gunner, but also as a security guard, survival consultant, or grunt laborer. He doesn't allow his technical limitations restrict his ability to learn. He has a lot to learn about the galaxy, so that he can teach his people when he returns to his homeworld.
     
  18. fryda_swaid

    fryda_swaid Jedi Youngling star 1

    Registered:
    Sep 4, 2005
    Would this be similar to a Lepi?
     
  19. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Don't know. I got it out of the WEG Yavin&Bespin Galaxy Guide #2
    Might be what the Marvel comic character was based on, but doesn't quite match.
     
  20. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Is what I'm posting useful at all, or should I stop, shut up, and leave everyone alone? ;)
     
  21. NJOfan215

    NJOfan215 Jedi Grand Master star 5

    Registered:
    May 17, 2003
    i don't know very much about d6, so it isn't usefull to me. That being said, if you enjoy posting your stuff, keep doing it. I'm sure some one will stumble on it at some point and appreciate it.
     
  22. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Befllton Command Troupe
    This unit was commissioned by the local millitary on Raltier. Their last mission for their government was to go undercover as an acting troupe in order to gain information on an important Imperial project. While they were away, the government of Raltier sided openly with the Rebel Alliance and a "Pacification" unter Lord Tion and Darth Vader was ordered, and the Government of Raltier was destroyed, the members of its ruling council executed. The last accomplishment of the Raltier Government was to destroy records of their off-world opperations and to warn Princess Leia of a secret Imperial project code-named "Death Star".

    Without a homeworld or a government they recognized to report to, the Befllton Troupe continued their theatre tour and performances, and reported what information they could through discrete channels to the Rebel Alliance.

    Most of the members of the the toupe are either accomplished minor actors (about 1/2) or have technical skills (most of the rest). Their skills range from disguise (make-up) carpentry (sets & props) acting (con, bluff, intimidate, & sense motive). They have a knowledge of various dramas and theatrical dance (+1D to dodge or +3 reflex saves). All of which is in addition to their military training.
    Because of the theatrical background skills required, the troupe is compromised of a variety of different ranks from different services, and several non-human members. There are 3 data slicers, 7 pilots, 8 hard-core ground troups, 11 scouts, a couple of arristocrats, and 5 officers. Racially, they include 3 Gran, a male Twileck Dancer, a Duro, and 2 Sullustans. All told, there are 50 members of the troupe

    Their tour is erratic, but their performances always draw a crowd. Most of the time, all members are present. Sometimes, however, the performances are a cover for the Troupe's clandestine military activities. They act as mercenaries, available to hire by any agency except Hutts, Black Sun, and Imperials. They tour heavily in the Tapani sector and have numerous contacts as well as extensive operational history there, but they've also been out working the Rim Territories. So far as they know, no one has worked out the coincidence of the troupe and their covert missions, yet.

    The members of the troupe all have access to Blaster Carbines, pistols, and hold-outs, as well as up to 3 grenades or 5 cubes of detonite. They have 3 4-seater speeders, 2 10-seaters, 4 large cargo speeders, an HT-2200 freightor capable of carrying it all. They also have 2 Y-wings and 4 TIEs. For specialists, there are Vibro-blades, Slicer computer, security bypass kit, repulsor-lift gliders, rappelling/mountaineering gear, various imperial and othe uniforms, 3 sets of stormtrooper armor, 4 astromech droids (2 R2's, 1 R2, & 1 R5), a protocol droid, and a quartermaster droid.



    Except for the specialists (officers, pilots, slicers), all members of the troupe use the Mercenary template with 4D in two or more theatrically applicable skills.
    For d20, all members have 2 levels of soldier, plus at least 1 of Fringer, Tech Specialist, Scout, or Noble (officers). Likewise, they will have some oddball feats and cross-class skills. (Singing, Craft: Carpentry, Craft: Electronics, Oration, Bluff, con, streetwise, etc)
    The officers are 5th level (One captain, 4 Lieutenants). Everyone else is either a corporal, sergeant, flight-sergeant, or squadron leader.
    Unlike other mercenary groups, the Befllton Command Troupe does not recruit new members. Ever. They remain true to their original members, and honor those who have fallen.
     
  23. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Well, maybe at some point I'll find a WotC book for sale cheap on eBay or something and post d20 stats. :) [face_worried]
    Still, this thread was about ideas for characters (as I understood it) more than power-beasts and uber-munchkin-deathmonsters. While you might have to create your own stats, the description (hopefully) is colorful enough to provide whatever you'd need. And heck, you can always bluff the roll. What are the players going to do? Look up the stats? :confused: :cool:

     
  24. NJOfan215

    NJOfan215 Jedi Grand Master star 5

    Registered:
    May 17, 2003
    there are several of the core d20 classes posted on the wotc webpage, plus several prestiege classes posted on it as well. Also many of the class for modern are avilable. Some of them mix nice with star wars rpg.
     
  25. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Anti Droid-Reliance League
    Every movement or idea has it's radical extremists. Those who believe droids should be granted the same rights as orgainic lifeforms regardless of their synthetic manufactured nature have the Droid Liberation Front. Those who believe sentient life shouldn't rely on AIs to make their lives easier lest they become dependant on the AIs have the ADRL.

    The ADRL sprang up on the Gotal homeworld. Given the natural antipathy between Gotals and any heavily electronic device, this is perhaps not surprising. Gotals also make up more than 20% of their membership. In any mixed species group, the Gotal is almost always the leader.

    Typical Gotal ADRL Squad Leader:
    DEX 4D PER 4D
    KNO 2D+1 STR 3D+2
    MEC 1D TEC 3D
    Dodge 6D Blaster 6D Grenade 5D Knowledge:Droids 4D+1 Languages 4D+2 Intimidation 5D+1 Repulsorlift op 3D Command 5D+2 Sneak 5D Droid Prog/Rep 6D Security 5D+1 Computer prog/rep 5D
    Equipment: Ion Blaster (5D ionization), 3 Ion Grenades (6D/4D ionization 0-1/2-4, blast vest & helmet (+1d Phys/+1 energy), backpack, Droid tool kit, 3 restraining bolts, Broad-band restraining bolt activator, security bypass kit
    Racial: Gotals get +3D to seach for people within 10km in sparcely populated areas, +1d for 1km radius in crowded areas, -1d in areas with intense electronic interference. Mood detection: Gotals can gain temporary bonuses to all perception rolls & PER based skills if they make a moderate Per roll. bonus is 1-3D depending on level of success. Likewise, they can suffer a 1-3d penalty if they fail. +1d bonus to initiative.
    The average squad has a leader and 5 other opperatives, each with one specialty skill (5D) and 3 other skills(4D). They also have a speeder capable of carrying them or enough speeder bikes for everyone, a safe-house or starship to retreat to, and several sets of forged ID.
    ADRL soldiers: all stats 2D except:
    Dodge 4D, Blaster 5D, Repulsorlift op 3D, Grenade 3D
    Typical specialty skills: Starship piloting/Space Transports, Security, Demolitions, Local Geography, Blaster Repair, Bargain
    Other skills: Droid programming, Astrogation, Jetpack, Gambling, agriculture, value
    Equipment: Ion Blaster (6d Ion), repulsor-lift, Ion Grenade, Vibroblade, sabbac deck (marked)

    The militant faction of the ADRL developed several pieces of equipment to aid them in their hostile actions. First, they discected a Jawa ion blaster to see what the scavengers had come up with. Then they improved it. At first, they simply straped 3 of them together, but over time they made an improved DEMP gun to neutralize droids. Later, they developed a grenade which had the same effect. Their quest to make these weapons more effective has one unfortunate side effect in that they also effect cybernetic implants and near-by computers. One particularly unfortunate individual was using his AJ^6 droid interface at the time an ion grenade was tossed into a workroom during a ADRL raid. He was in a coma for several months while surgeons worked frantically to reach his mind and reboot his cybernetics.
    The ADRL also developed a broad-spectrum Retraining bolt activator. Rather than be set to the single frequency of most droid callers & restrainers, this device, which is substantially larger, begins broadcasting on all of the frequencies. If a droid has a restraining bolt attached within up to 50 meters of unshielded terrain, it is vulnerable. It is an easy Droid Programming roll to activate the device. A second roll determines the effective radius in 5meter increments. Droids can make an opposed Droid-programming roll against the operator to resist being deactivated. Those droids without restraining bolts are, of course, immune.

    D20 translation:
    ADRL squad leader--lvl 2 soldier, lvl 2 tech specialist
    ADRL squad member--lvl 1 fringer, lvl 1 tech
     
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