Humans and Aliens

Gandolv | Dylanna | Cray | Hunter | Sork | Ki | Ylldu | Xexilia | Coopee | Jehanna | Gwendolyn | Harry | Thalen | Terum | Annika

Droids

Gunna | Sork's Droids | Gandolv's R5 Droid



Gandolv Tydarr: Brash Pilot



Y-Wing R5 Pilot Droid

Prestige Classes/Levels: Starfighter Ace: 5th Level, Officer: 10th Level
Title: Flight Commander
Species: Human
Gender: Male
Age: 29
HT: 1.85 m
WT: 65 kg
Move: 10
Force Points: 2
Dark Side Points: 0
Character Points: 7
Extra Character Points: 0
Cyber Points: 0
Move: 10

Dexterity 4D: Acrobatics 4D, Blaster 6D, Dodge 8D, Firearms 6D, Grenade 4D+2, Melee Combat 6D, Missile Weapons 4D+1, Running 5D, Thrown Weapons 4D+1
Perception 3D: Bargain 3D, Command 6D+1, (s)Command: Rebellion Personnel 8D, Con 4D, Forgery 3D+1, Gambling, Hide 3D+1, Persuasion 4D+1, Search 4D, Sneak 3D
Strength 3D: Brawling Combat 4D, Climbing/Jumping 3D+1, Lifting 3D+2, Stamina 4D+2, Swimming 3D
Knowledge 3D: Alien Species 4D+1, Bureaucracy 5D, (s) Bureaucracy: Rebellion 6D+2, Cultures 3D, (s) Cultures: Alderaan Royal Family 3D+1, Intimidation 3D+1, Languages 3D+2, Law Enforcement 3D, Planetary Systems 4D, (s) Planetary Systems: Alderaan 5D+2, Streetwise 3D, Survival 4D+1, Tactics 4D+1, (s) Tactics: Capital Ship 5D, (s) Tactics: Ground Assualt 5D, (s)Tactics: Imperial 5D+2, (s) Tactics: Starfighter 5D+2, Value 3D, Willpower 5D+2
Mechanical 4D: Astrogation 5D+1, Capitalship Gunnery 4D+1, Capital Ship Shields 4D+1, Capital Ship Piloting 4D+1, Communications 5D+1, Computer Ops 5D, Ground Vehicle Ops 4D+2, Hover Vehicle Ops 4D+2, [T] Repulsorlift Ops 9D, Sensors 7D+2, [T] Space Transports 7D, [T] Starfighter Piloting 9D+1 (+5*), [Ts] Starfighter Piloting: Y-Wing 12D (+2D+5*), Starship Gunnery 7D+2 (+2D*), Starship Shields 5D, Vehicle Weapons 4D+1
Technical 3D: Blaster Repair 3D, Capital Ship Repair 3D+2, Capital Ship Weapon Repair 3D+2, Computer Programming/Repair 5D, Demolitions 4D, Droid Programming 3D+2, Droid Repair 3D+1, Encryption 3D, First Aid 4D+1, Ground Vehicle Repair 3D+2, Hover Vehicle Repair 3D+2, Repulsorlift Repair 3D+2, Security 4D+2, Space Transports Repair, Starfighter Repair 3D (+2D*), Starship Weapon Repair 3D

Talents:
Repulsorlift Ops
Space Transports
Starfighter Piloting

Special Abilities:
Lightening Reflexes: +2 to PER for all initiative rolls
Quick Draw: May draw and use a single hand held weapon in one action phase. No multiple action penalties are incurred.

Prestige Class Specials:
Leadership (+2D), Requisition Supplies (30,000), Tactics (+1D), Uncanny Survival (+10 to all def roles, 1x/day), Improved Tactics, Starfighter Defense (+5*), Starship Focus (+5*), Familiarity (+2D*), Starfighter Evasion (1x/round), One in a Million (+2D, 1x/day)

Equipment: Vacuum Suit/Flight Suit, Medpac, Merr-Sonn Flash-4 Blaster Pistol: 4D+2 Damage, VTR-5 Flechette Pistol [see below]: 4D+2 Damage (armor piercing ammo), Microthrust Clock-watcher (Atmosphere Sensor, COM link (military standard), Droid Link) [see below], TerexComm Gauntlet-Computer (Shipboard-Gauntlet) [see below], 2 Quickdraw Holsters

Credits: 251,000 (250,000 on credstic from Ki, 1000 in coins), (5000 at base)

Background:
Born on the planet Alderaan, Gandolv, spent his early years enjoying life and taking crazy risks; that some how always paid off, and sometimes just barely. People started to talk about Gandolv like he had Jedi powers or skills, and they all waited for the Jedi to come and take Gandolv away. Which never happened, but they waited for it to happen none the less. Gandolv spent most of his time flying, and when he wasn't doing that he was studying about piloting. He spent hundreds of hours piloting ground speeders, speeder bikes, airspeeders, slaff boarding, and anything else he could get his hands on. When Gandolv was 17 he applied to the Alderaan Royal Naval Academy and was accepted. He graduated with above average grades, but number one in his class for his flight skills/knowledge.

He was assigned to the Alderaan Royal Family, as one of their military escort pilots. Throughout the next year Gandolv worked closely with Fleet Captain Antillies and Senator Bail Organa. It was after that time spent under Captain Antillies command that Gandolv was approached by Senator Organa and told the truth about how things had come to be. Shocked and angered by what he had just learned he threw his flight helmet across the room, almost hitting Captain Antillies. Then the Senator told him about the rebellion and asked him to join in helping restore the republic. Gandolv agreed and has been working ever since to do his part to restore the Republic and the faded glory of that fine establishment.

Most recently, Gandolv having earned the rank of Captain and status of Squadron Commander (his Squadron is located at Dantooine), along with two other Y-Wing Longprobes under his command; began a series of missions to find a lost Old Republic Base called Tembora Research Station. The goal of this mission is to find other rebel hide-outs and base sites. Since this research station was from the clone wars and was "lost" in the bureaucratic shuffle; this old base is now perfect for the rebellion as a new hidden base. Gandolv and his men have been searching for the past month. They have just come off rest time and have re-commenced their search 2 days ago, when they hyperspaced into one of the possible areas when their sensors go off. They have found it!

After they flew in and were on their way out to report, they are suddenly attacked by a capital ship that just appeared in the area. They make a combined attack run on the ship and then peal off so that at least one of the Longprobes can report back in. A few minutes have passed when Gandolv realizes the now lightly damaged unknown capital ship has destroyed the other two Longprobes. Gandolv begins to fly closer to the moon in order to loose the capital ship.

Physical Description: Handsome, fair skinned, with traits very known to Alderaan citizens.

Personality: Disciplined, likeable, outspoken and confident sometimes almost too much so; especially about his flying capabilities with Starfighters.

Objective(s): To do his best; to protect members of the Royal Alderaan Family; to do whatever he can to help with the Alderaan Rebellion division.

Quote(s): "Watch your six!", "Hold on, gonna shake'm!", "That's right baby, role right into my sights and say good night!", "You Imperial Scum!"

Microthrust Clock-watcher
Type: Wrist Chronometer
Weight:.05kg
Description: A chronometer with a number of useful additions, it is a miniaturized "one tool does it all" device. Of course, utility and miniaturization come at a price, but the convenience is worth it.

Each watch maintains Standard Galactic Time, in addition to keeping up to 50 different local time-keeping methods and time zones. The basic unit also has alarm, stopwatch and countdown functions. it is water-sealed down to 20 meter depths.

There are many options that can be added to the chronometer. The thermo-sensor will tell the wearer what the temperature is. The gravity sensor informs the wearer of the local gravity (in relation to standard gravity). The atmosphere sensor will do a complete analysis of the immediate atmosphere and will scan for large concentrations of potentially lethal gases. The COM link has a range of two kilometers. The droid linkup (requires COM link) allows constant COM linked communication with one particular droid; any responses by the droid can be heard audibly or displayed on the chronometer's view screen.
Microthrust Clock-Watcher

VTR-5 Flechette Pistol
Type: Pistol Firearm
Scale: Character
Skill: Firearms: VTR-5
Ammo: 50
Weight: 1.5kg
Range: 2-15/30/60
Damage: 4D+2
Description: Lightweight firearm; Cannot penetrate armor unless special rounds are used.
VTR-5 Flechette Pistol

TerexComm Gauntlet-Computer
Type: Portable computer workstation
Scale: Character
Skill: Depends on model, see Game Notes
Weight: 1-3 kg
Shipboard-Gauntlet: Is a standard datapad with holographic projection capability, minimal computer interface, and communications link-up. Combines best elements of a COM link, holonet capable computer, and digital holocam. This item is beginning to appear on tramp freighters and naval ships alike. If the Ship-Gauntlet has remote access to the data core of a starship, it can be used to diagnose system malfunctions and damage. An Easy sensors roll will provide basic readouts relating to damage. A Moderate sensors roll is required to isolate specific malfunctions and/or damage. The Gauntlet will further provide a recommendation as to the repair that grants a +1D to Repair skills. Of course, if the ship has been radically upgraded or altered, the Gauntlet may actually provide a penalty to Repair rolls depending upon the GMs discretion. And of course, there are some Gauntlets that have been modified to remote-pilot ships...
TerexComm Gauntlet-Computer

Gandolv's Y-Wing Fighter
Craft: Koensayr BTL-A4 Y-Wing
Type: Modified Long-Probe Heavy Fighter
Scale: Starfighter
Length: 16 meters
Skill: Starfighter Piloting: Y-Wing
Crew: 1 + 1 astromech droid
Passengers: 0
Cargo Capacity: 80 kg
Consumables: 3 weeks
Cost: 100,000 (new), 78,000 (used)
Hyperdrive Multiplier: x1/2
Hyperdrive Backup: x10
Nav Computer: Yes (Astromech droid; holds 3 jumps)
Maneuverability: 3D
Space: 8
Atmosphere: 375; 1100 kmh
Hull: 4D+2
Shields: 2D
Sensors:
  Passive: 40/1D
  Scan: 70/2D
  Search: 100/3D
  Focus: 4/4D
Weapons:
  2 Taim & Bak KX5 Laser Cannons (Fire-Linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmospheric Range: 100-300/1.5/2.5 km
    Damage: 6D
    Note: with burst fire option damage is 8D
  2 ArMek SW-4 Ion Cannons (Fire-Linked)
    Fire Arc: Front or Back
    Skill: Starship Gunnery
    Fire Control: 1D
    Space Range: 1-3/7/36
    Atmospheric Range: 100-300/700/3.6 km
    Damage: 5D
    Note: with burst fire option damage is 8D
  2 Arakyd Flex Tube Proton Torpedo Launchers (4 Torpedoes each)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 1/3/7
    Atmospheric Range: 50-100/300/700 meters
    Damage: 9D
Description:
-Other payloads can be: 20 Bombs or can be modified to hold 10 Proton Torpedoes
-Life Support/Ejection System: Life Support Yes / Ejection System Yes
-Countermeasures: 20 Chaff Bursts and 13 Flares
-Sensor Systems: Enhanced Fabritech Ans-5d Unit with one Long Range Phased Tachyon Detection Array model# PA-9r and one Short Range Primary Threat Analysis Grid model# PG-7u
-Sensors: High Resolution Sensors; sensor mask (+4D)
-Targeting Computer: Enhanced Fabritech Anc-2.7 Tracking Computer and SI 5g7 "Quickscan" Vector Imaging System
-Flight Control System: Subro NH-7 Flight Control Avionics Package
-Ship is equipped with Enhanced Lateral Thrusters
-Radiation/EMF shielding has been added to the whole ship
-Communications: subspace transceiver; hypertransceiver; Signal Compressor; signal scrambler (+3D); comm jammer
-Security: superior ship security
-Hyperdrive Booster: Reduces hyperdrive multipliers (x1 becomes x1/2)
-Navigational Computer Bypass: Integrates a new hyperdrive route into one currently being traveled, allowing a navigator to change hyperspace courses in transit without stopping



Dylanna Mrysalun: Masseuse and Chef

Click on image for full size


Prestige Classes/Levels: Lore Master, 2nd Level
Species: Twi'lek
Gender: Female
Age: 19
HT: 1.8 m
WT: 70 kg
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 16
Extra Character Points: 1
Dexterity 3D: blaster 4D, dodge 4D+2, running 4D+2
Perception 4D: con 4D, search 4D+2, [AT] sense motive 3D, sneak 4D+2
Strength 2D: brawling combat 5D+1, swimming 3D+2
Knowledge 3D: alien species 4D+1, [T] culinary arts 6D+1, cultures 4D+2, languages 3D+2, streetwise 4D, survival 4D, (s) value: massage equipment 6D+1, willpower 4D+2
Mechanical 2D: repulsorlift ops 5D, swoop ops 7D
Technical 2D: [T] first aid 4D+2, [Ts] first aid: physical therapy 7D, (s) repulsorlift repair: swoops 4D

Talents:
Culinary Arts
(A)Sense Motive
First Aid

Species Special Abilities:
Tentacles: Twi'leks can use their tentacles to communicate in secret with each other, even if in a room full of individuals. The complex movement of the tentacles is, in a sense, a "secret" language that all Twi'leks are fluent in.

Prestige Class Information
Lore Master

Class Special Abilities:
PrC Level Special Ability
1 Break Through
2 Skill Bonus

Break Through: Whenever a Lore Master uses any of the following skills: Alien Species, Art, Cultures, Ecology, Languages, Scholar, Value; he or she can make a Moderate (15) base Knowledge roll to gain a bonus for the skill he or she is trying to use. The bonus is equal to the Lore Master's level.
Skill Bonus: At 2nd, 4th, 6th, and 8th levels, the Lore Master gains a +1D skill bonus to any one of the following skills: Alien Species, Art, Cultures, Ecology, Intimidation, Languages, (A) Linguistics, Planetary Systems, Persuasion, Politics, Scholar, Value, and Willpower. This skill bonus is permanent.

Equipment:
Modified Zentarian Light-50 Blaster Pistol (Damage: 6D+1, Ammo: 75, Range: 3-15/50/160, 2 extra clips [stored in EMP proof cases on utility belt])
Military Comlink (8 scrambled channels, 30 standard channels, frequency scanner)
Massage Oils (40 standard vials, 15 special vials)

Credits: 1,042,200

Cray: Galactic Big Game Hunter

Cray

Prestige Classes/Levels: Elite Bounty Hunter: 2nd Level
True Name: Feldra Malso
Alias: Cray Vagner
Species: Human
Gender: Male
Age: 27
HT: 1.84 m
WT: 68.45 kg
Move: 12
Force Points: 1
Dark Side Points: 0
Character Points: 20
Cyber Points: 1

Dexterity 4D: [T] blaster 5D+2, [Ts] blaster: heavy blaster pistol 7D, [Ts] blaster: blaster rifle 7D, [Ts] blaster: hunting blaster 7D+1, bows 5D, dodge 6D, (A) Martial Arts: Jensaarai Rek'dul 1D, melee comat 5D, running 6D, thrown weapons 4D
Perception 3D: bargain 3D, command 3D, con 4D, hide 3D, [T] search 4D, [Ts] search: tracking 6D+2, [T] sneak 8D
Strength 4D: brawling combat 5D, climbing/jumping 4D, lifting 4D, stamina 5D, swimming 4D
Knowledge 3D+1: alien species 4D+1, bureaucracy, business, cultures 4D, languages 3D, planetary systems, streetwise 4D+2, survival 5D, value 4D, willpower 4D+1
Mechanical 2D+2: astrogation, beast riding, ground vehicle ops, hover vehicle ops, jet/rocket pack ops, repulsorlift ops 3D, space transports, swoop ops 4D, vehicle blasters
Technical 2D: blaster repair 3D, first aid 3D+2, ground vehicle repair, hover vehicle repair, repulsorlift repair

Talents:
Blaster
Sneak
Search

Cybernetics:
Replacement Right Arm: Str+1D damage and +1D to resist damage (looks normal but not scanner proof).

Special Abilities:
Armor Mastery: Ignore up to 1D of DEX penalties due to armor
Lip-Read: On a Very Difficult PER roll the character can lip-read what another person of the same species is saying. The character must be able to see the person's lips move and must be able to speak the same language being used

Prestige Class Information:
Elite Bounty Hunter

Class Special Abilities:
PrC Level Special Ability
1 Target Bonus +1
2 Sneak Attack 1D

Target Bonus: Because of intensive study of his target, an Elite Bounty Hunter gains a competence bonus on attack rolls against his chosen target. The hero must announce who the target is before the adventure begins (and in general should be someone that the Elite Bounty Hunter has taken a contract to take down.) While this is normally a single individual, the target could also be a small group of individuals, or even a large group, organization, or entire species. In this case, it is up to the GM.
Sneak Attack: The Elite Bounty Hunter has grown accustomed to attacking his targets while they are either unaware of his presence, or unable to defend themselves. In any situation, determined by the GM, in which the target is not aware of the Elite Bounty Hunters presence, or is in a physically vulnerable state, such as prone, bound, or is flanked by the Elite Bounty Hunter, the Elite Bounty Hunter's attack deals extra damage as indicated by his progression on the level chart. An Elite Bounty Hunter cannot use Sneak Attack on enemies that do not have visibly obvious anatomical weaknesses (such as a sarlacc). The target must also be visible enough to the Elite Bounty Hunter for a vital spot to be discernable, and must be in reach of the Elite Bounty Hunter if a melee weapon is used, or within Short or medium range if a ranged weapon is used. Deadly accuracy cannot be gained at Long ranges. A scope must be used for ranged weapons at medium range.

Equipment:
Sporting Blaster Rifle (Damage 4D+1, Ammo: 100, 2 extra clips, Range: 3-40/120/350)
Sporting Blaster Pistol: 3D+1 (2 extra clips, Range: 3-10/30/60)
Vibroblade: Str+3D
Military Comlink (8 scrambled channels, 30 standard channels, frequency scanner)
Macrobinoculars (adds +2D to Search for objects 50-200 meters away)
Medpac (can be used once)
10m Syntherope
Survival Backpack
Breath Mask (10 extra filters, change every 30 hours)
Outdoor Clothing (5 sets; includes at least two sets of cammo suites [adds +2 to Hide rolls])
Water Purification Kit

Credits: 254,920

Background:
Feldra Malso was born on the small backwater planet of Jaalrath IV, located in the Outer Rim. The planet was owned by the Sava Corporation, who used the planet's inhabitants for labor, helping to harvest the grains for the company to be shipped off world. The government of the planet provided all the housing, food and facilities for the inhabitants of the planet. This incurs a debt that the inhabitants of the planet can only repay in one way, military service.

Kids are often torn from their families at ages as young as 16 or 17 to fight for the corporation during their private wars against pirates and raiders that occasionally invade the neighboring planets in the system. Feldra was one of such children dragged from their parents' arms to fight for the Sava Corporation Security Forces.

At the tender age of 17, he was sent to combat the pirates who served under the banner of Xaa-tal the Red Eyed. During the resulting battle that occurred, Feldra was among the many casualties that were taken by both the pirates and security forces, losing his right arm to a combination of blaster fire and the shoddy medical care the corporation provided to its wounded. When he finally recuperated from his injury, he found that not only was he missing his right arm, but also that the corporation had informed his parents that he had given his life in "glorious service" to his home world. Wishing not to force his parents to go through more emotional trauma than they had already endured, and realizing that missing his arm, he could no longer provide labor to the farm, and thus would be little use to his family anyway, Feldra left. Sneaking aboard a transport ship leaving the planet, Feldra Malso adopted the name of Cray Vagner, and began his "career" of a big game hunter.

Eventually he earned/stole enough credits to purchase himself a new arm, and some gear to assist him in his career. Purchasing transport aboard the cruiser Summer's Blaze, Cray found himself heading towards the planet of Ord Mantell, off to new adventures...

After having been on Ord Mantell for a couple months he was finally offered to capture a large furthen on the planet of Gephadin. The creature is a large predator that has the ability to blend in with any environment. It can also mask its heat signature and is very fast. Its natural color is a flat gray and it has yellow eyes. As he learns of the planet he discovers that there are some real dangers there. Not only does he have to be careful of the furthen, but there are a couple of nasty bugs to look out for.

The first is the black crellun beetle that likes to bore into its prey and lay eggs, numbing the target area. The eggs will hatch within hours and eat the target from the inside, all-the-while keeping the area numb. The target then falls over dead never the wiser.

The second bug (known as a gredic) flies around during certain hours (two hours total; 1 before and 1 after noon) of the day in swarms that appear to be brown clouds. They are very fast so that by the time you hear them it is usually too late. They actually eat the target alive and leave nothing but bone when they are done, which takes about 2 minutes for a normal human.

Physical Description: See image above
Personality: Crass, lacking in people skills, loner, eager to excel
Objective(s):
Quote(s): "I can take that down with a shot between its third and forth eye." "I'll need a Zentarian GH-TPT for that one, but I can bag it for you in less than a week."

Hunter X: Bounty Hunter



Prestige Classes/Levels: Elite Bounty Hunter: 2nd Level
Species: Human
Gender: Male
Age: 28
HT: 1.8 m
WT: 71.5 kg
Move: 11
Force Points: 1
Dark Side Points: 0
Character Points: 15

Dexterity 4D: acrobatics 5D, [T] blaster 8D+2, [T] dodge 8D, (A) martial arts: jensaarai rek'dul 1D+1, [T] pick pocket 7D, running 5D+1
Perception 4D: con 4D, search 4D, sneak 6D+1
Strength 3D: brawling combat 5D, climbing/jumping 4D, lifting 4D, stamina 5D
Knowledge 3D: alien species 4D, cultures 4D, languages 3D, streetwise 3D, survival 3D, value 4D, willpower 3D
Mechanical 2D: Blaster artillery 4D, repulsorlift ops 6D
Technical 2D: first aid 4D, repulsorlift repair 3D+2

Talents:
Blaster
Dodge
Pick Pocket

Special Abilities:
Quick-Draw: May draw and use a single hand held weapon in one action phase. No multiple action penalties are incurred
Lightening Reflexes: +2 to PER for all initiative rolls

Prestige Class Information:
Elite Bounty Hunter

Class Special Abilities:
PrC Level Special Ability
1 Target Bonus +1
2 Sneak Attack 1D

Target Bonus: Because of intensive study of his target, an Elite Bounty Hunter gains a competence bonus on attack rolls against his chosen target. The hero must announce who the target is before the adventure begins (and in general should be someone that the Elite Bounty Hunter has taken a contract to take down.) While this is normally a single individual, the target could also be a small group of individuals, or even a large group, organization, or entire species. In this case, it is up to the GM.
Sneak Attack: The Elite Bounty Hunter has grown accustomed to attacking his targets while they are either unaware of his presence, or unable to defend themselves. In any situation, determined by the GM, in which the target is not aware of the Elite Bounty Hunters presence, or is in a physically vulnerable state, such as prone, bound, or is flanked by the Elite Bounty Hunter, the Elite Bounty Hunter's attack deals extra damage as indicated by his progression on the level chart. An Elite Bounty Hunter cannot use Sneak Attack on enemies that do not have visibly obvious anatomical weaknesses (such as a sarlacc). The target must also be visible enough to the Elite Bounty Hunter for a vital spot to be discernable, and must be in reach of the Elite Bounty Hunter if a melee weapon is used, or within Short or medium range if a ranged weapon is used. Deadly accuracy cannot be gained at Long ranges. A scope must be used for ranged weapons at medium range.

Equipment:
Heavy Blaster Pistol (Damage: 5D, Ammo: 25, Range: 3/12/25/50, Laser Scope: adds +1D to hit)
Light Armor (Protection: +1D/+2)
Military Comlink (8 scrambled channels, 30 standard channels, frequency scanner)
Utility Belt
Survival Backpack (20 m syntherope, 5 days rations, 3 days water, survival tent, sleeping bag, hunting knife: Str+1D)
Macrobinoculars

Credits: 185,400

Thalen Florencia: Healer


Background: From the time he was born, Thalen was always something special; and frightening. As a baby, he never cried and never showed any signs of sickness. By the age of two, his parents could swear they were going crazy hearing disturbingly confusing phrases in their minds when around their child. Nobody could pinpoint what was wrong with the young Florencia child, not even those most wise and attuned to the Force. Superstitious rumors of demonic dealings, curses, and prophecies began to pass as the only possible explanations. Eventually Thalen's parents, fearing for their own sanity and that of their newly born first daughter, abandoned the strange toddler Thalen at the doorstep of a monastery on a distant and remote planet.

The next decade saw young Thalen's power and develop at a rapid pace. The monks of the monastery nurtured the talented youth's physical and psychological growth in their own tradition. The young man grew strong of arm and of will and showed an insurmountable ability for knowledge. He learned studiously the interconnection of all things and honed the many facets of himself into a whole through meditation, martial arts, and his innate power.

Early in life, Thalen realized exactly what his gift was. With the patient understanding of the monks, all benefited from the healing power of the miracle child as he undertook the duty to use his abilities as needed. Particularly, he most eagerly anticipated any opportunity to converse with the world around him. Gradually though, he began to pull away from the demands of the more sentient beings in his environment and became reclusive and aloof as he spent countless hours walking through the wilderness in silent conversation with benign flora and fauna. He drifted into states of unease around people and his discomfort grew nearer to contempt as time wore on. He began to feel used, aimless and alone. Surely, he felt, there was something in this life that he needed to attain that was not possible within the trappings of his current station.

As his tender teen years drew on, Thalen's reputation had made it impossible for any solitary peace in the adolescent's life. Local populations became aware of the young man and his gift and increasingly began to greedily seek him out to further their own selfish agendas. Even the monks themselves had begun in recent months began to shy away from the young boy whose power so greatly exceeded their own already. The combination of unwanted attention from the ignorant masses and abandonment from his masters was too much for the emotionally distraught teen to handle. Thalen immediately set out to leave his new homeland, alone though able as he was.

Others, however, were not so happy about the idea of losing their wondrous messiah. Word spread quickly as Thalen attempted to smuggle himself off of the planet. At the spaceport, the breaking point was reached and a confrontation was inevitable. As selfish pleas fell on deaf ears, reason abandoned itself and gave way to jealousy and rage. The mob was nearly on the verge of tearing the boy apart when Thalen was forced to fight back in the only way that he knew would work. Releasing his welled up hate, he channeled his healing gift in reverse into the nearest and largest member of the mob. The wound had all the psychological effect of a grenade and the mob fled in terror from the demon they had angered. The shadow had grasped him for the first time, and worse, Thalen knew it. However, he believed the crisis averted, and believed himself free at last despite the terribly gnawing pain in his soul.

That freedom lasted less than a minute; only until the wrinkled forms of his own old masters strode confidently into view. Emotion defeated wisdom again in that moment and Thalen was unable to consider staying even at the strongest behest of his very favorite mentor and friend, the aged monk who had been like a grandfather to the young boy. Words erupted into bitter challenge and the group of disciplined monks descended upon the singularly powerful gifted one. Instinct screamed to Thalen that he would not survive this threat, that the monks would physically overpower him and all would be lost. The struggle was brief and conclusive as the boy was held firm by no less than twelve tight arms. Desperately, the healer again felt the rage of the shadow gripping his soul and guiding his actions. Someone would suffer for extinguishing the teen's hope for freedom. In a moment it was over and one random arm felt the icy grasp of Thalen's life- controlling hand.

Another second went by before Thalen realized what had happened. His greatest mentor and master lay dead under a heap of muscle; his aged form decrepit beyond sustenance. The shadow laughed at him in his heart at the cruel card that had been played. Before the boy had time to think at all, his legs forced him to stand and to walk away; up the gangplank and into the belly of a starship that would carry his power and his grief to someplace that didn't know him.

Personality: A mere boy of fourteen, Thalen constantly struggles with the weight of powers and responsibilities beyond those which most beings will experience in a lifetime. His gift has razed the single most loving person in his universe and cultivated the selfish ambitions of countless insignificant worms. A vortex of self-loathing sheathed in an ivory tower of perfection and grace; this adolescent has reason to keep to himself. However, the will is stronger than may seem; through it all, Thalen is determined to never give up. He must endure and make amends. His duty is to chase the dream that he knows he cannot fulfill and his life is devoted to that duty.

Physical Description: Sad eyes and silent lips dominate the smooth face of this young man. His frame is chiseled, solid, and fluid and his soft gait is akin to the harmony of a master harpist. His complexion is flawless and no defect of any kind mars his skin. Closely cropped hair of jet shines healthy as a new sun. The hands protruding from simple cloth garb seem to radiate with hope and energy.

Stoic and somber, Thalen is much more personable than his mug would suggest. A constant learner, the boy digs and probes for knowledge in every place; his favorite locale for discovery is within the minds of others. Though he truly has no real care for worldly matters, he is easily swept up in the adventures of those who happen across his path. He brings his gift to those that need it and stubbornly attacks those that impede freedom in any form.

Objective: To somehow come to terms with his place in the galaxy and learn to control the shadow that threatens to overtake his life.

Quote: "You cannot tell a lie or the damage will return."

Template: Healer
Character Name: Thalen Florencia
Alias(s): None
Gender: Male
Species: Near-Human (Unknown Species)
Age: 14
Height: 1.6m
Weight: 62kg
Force Sensitive: No
Life Points: 3
Shadow Points: 2
Character Points: 30
Extra Character Points: 10
Cyber Points: 0
Move: 10

DEXTERITY 3D+2: [T] Dodge 8D+2, Archaic Weapons 6D+1, (A) Martial Arts 4D, Melee Combat 6D +2, (s) Melee Combat: electrostaff 8D, Running 7D, (s) Thrown Weapons: Knife 7D+2
PERCEPTION 3D+2: Bargain 5D, Command 4D, Hide 5D, Investigation 5D, Persuasion 5D+2, Search 5D, Sneak 6D
STRENGTH 3D (4D): Brawling Combat 7D, Climbing Jumping 5D+1, Lifting 4D, Stamina 6D, Swimming 5D
KNOWLEDGE 2D+2: Alien Species 5D+2, Cultures 4D, Ecology 4D+2, Languages 4D, Streetwise 5D, Survival 4D+2, Willpower 7D
MECHANICAL 3D: Beast Riding 5D, Communications 4D+1
TECHNICAL 3D: First aid 7D, (A) Medicine 4D, [T] Melee Weapon Repair 5D

Talents:
Dodge
Melee Weapon Repair

Special Abilities:
Quick Learner: When learning new skills, the character advances two pips above the attribute rather than the usual one pip. Notes: The cost in character points is the same as advancing one pip and time is reduced by at least one day..

Martial Arts Moves:
Blindfighting: Trained to use senses other than sight to locate a target. Very Difficult. If the character makes the required skill roll and is within striking distance, he may ignore the affects of blindness. He can't see, but can hear and smell a target well enough to strike.
Instant Stand: Negate the effects of a fall and return to a standing position. Moderate. May use to return to a standing position without a multi-action penalty.
Instant Wound: Strike to maximum effect, inflicting severe damage to target. Difficult. If attack is successful (and is not parried or dodged) and skill roll meets the required difficulty, target is wounded (-1D).
Weapon Catch: Catch missile weapons with bare hands. Very Difficult. The MA Ability of Weapon Block is required for this skill. This skill allows the catching of certain types of missile weapons. These are: arrows, grenades, knives, spears and similar weapons. If they fail to catch the item then they will be allowed to dodge it (this is part of the idea of catching a weapon in the first place).

Equipment:
  • Leather Hide Clothing
  • Cloak
  • Wood Staff: STR+2
  • Knife: STR+1D
  • Backpack (leather)
  • Cresh Luck Armor (see below)
  • Jump Boots (see below)
  • Vibrogaunts (see below)
  • Holowan Mechanicals Electrostaff (see below):
Credits: 6000

Armor:
Type: Creshaldyne Industries Cresh Luck Armor
Protection: +2D/+1D
Protects the following: Torso, Front of Legs.
Cost: 500 credits
Weight: 4kg
Infrared Motion Sensor Array: Has a range of 30 meters. An alarm is triggered when any mass over 10 kg is detected traveling in excess of 1 meter per second (this alarm can be external audio or can be run into a blast helmet for interior audio or visual)
Game Notes:

"This isn't bad armor, but it has one basic flaw: the tracking system alarm."
-Jatras, on the Cresh Luck Armor

The Cresh Luck Armor was a modified Creshaldyne Industries Riot Armor available to the public during the Galactic Civil War. It protected the wearer against attacks, and it also warned against incoming fast movements in a short range, using an Infrared Motion Sensor Array. The warning was an audible signal that could be re-directed to sound only in the wearer's blast helmet but, as noticed by user Jatras, locating the attacker would then be harder as the wearer could not use hearing to do so. Other users, such as Heller, changed the warning display so it would not be an intrusive noise.

The Cresh Luck Armor could be bought through Gundark's Gear Datalog. A number of bounty hunters, including Gennan Var, used these armors during their chases.

Description

"The tracking system works, but imagine it's dark, the alarm goes off and you now have an attacker within a 360-degree circle of you (and probably no more than 30 meters away). Not only that, but the alarm is not exactly quiet and can be heard if you are not wired in through a blast helmet."
-Jatras, on the Cresh Luck Armor

The Cresh Luck Armor was a standard customization of Creshaldyne Industries's Riot Armor. This battle armor covered and protected only the wearer's torso and front of his or her legs.

The Cresh Luck Armor included a warning system known as Infrared Motion Sensor Array. This technology used infrared motion trackers to detect any fast movement —which was understood as an attack against the wearer. Any object heavier than 10 kilograms moving faster than 1 meter per second within a range of 30 meters triggered the alarm. The default alarm was audible, but it could be configured to sound only inside a blast helmet, to become a visual signal in the wearer's goggles, or to be perceived as a subtle tingle. One user of the armor, Jatras, believed that the audio alarm would either warn the attacker too, or prevent the wearer to pinpoint the attacker's position by hearing.

History

"It's a no-win situation."
-Jatras, on the Cresh Luck Armor

The Cresh Luck Armor was available for 500 credits during the Galactic Civil War. It was one of the products in the illegal Gundark's Gear Datalog, where several users - including Jatras and Heller - posted about the pros and cons of the item. Heller took the warning "tingler" of low charge in the power cells of the old DL-44 model of blaster pistol and adapted it to the Cresh Luck Armor, replacing the beeping sound with a less-intrusive tingle; after succeeding at this, Heller wrote about the method on the Datalog.

During that War, a number of bounty hunters used Cresh Luck Armor. One of them was the relentless Twi'lek Gennan Var. Var wore his Cresh Luck Armor when he was tracking Nawnam the Hutt.

Jump Boots:
Weight: 1.5kg
20 meters per move. A maximum of two moves may be made per round. Up to 2 hrs per charge.

VibroGaunts VBG-1X:
Damage: STR+2D+2
Weight: 1kg
Skill: Brawling Combat (Difficulty: 10)
Length: .1 m
Description: Adds +2D to climbing. May add a bonus to gripping an opponent or object, at the GM's discretion.

Weapons:
Model: Holowan Mechanicals Electrostaff
Type: Melee Weapon
Scale: Character
Skill: Melee combat: electrostaff
Weight: 3.5 kg
Cost: 1500 IC
Availability: 3,R
Difficulty: Moderate
Damage: STR+2D, or STR+3D vs. droids.
Game Notes: Made of the phrik alloy. By making the Moderate difficulty roll for both attacks, a character wielding this weapon may make 2 attacks without suffering the multiple action penalty. Additionally, any character damaged by an electrostaff suffers a -1D penalty to all attack rolls and Strength and Dexterity-based skill checks for one round. Electrostaff attacks ignore shields.

Healer Powers

Level Age Power Description
0 Birth Regeneration Similar to the Immortal power of the same name. This power can only be used on the Healer. Full healing is received; i.e.: wounds, limbs, diseases, poisons, etc.
  Birth Immunity to Sense The Healer is completely immune to Sense powers and any of their variants.
1 2 Communicate with Wildlife Can communicate mentally (two way) with all wildlife (natural only). Range is LOS
2 4 @ Healing (others) Can heal people and wildlife. Range is touch. Use Medpac difficulty table
3 6 @ Cure Diseases (others) The ability to cure diseases in people and wildlife. Range is touch. Use Jedi difficulty table for similar power
  6 @ Detoxify Poison (others) Can detoxify poison in people and wildlife. Range is touch. Use Jedi difficulty table for similar power
4 8 @ Restore Limbs/Organs In both people and wildlife. Range is touch. Use Accelerate Healing difficulties. Can only be done as many times per day as the healer has Life points.
5 10 Immune to the Force The Healer is totally immune to all Force powers. The immunity extends out in a one meter radius and includes everything within it.
  10 ** Wound Healer can harm people and wildlife up to Mortally Wounded. Range is touch. Use Injure/Kill difficulties. Healer automatically receives a Shadow Point
6 12 @ Resurrection Same as Restore Limbs/Organs. Can only be done once per recipient
  12 ** Disease Same as Wound with Healer automatically receiving a Shadow Point
7 14 @ Restore Youth Same as Resurrection but use Reduce Injury difficulties. Can only restore as many years as the Healer is old
  14 ** Age Same as Restore Youth, but works the opposite way. Healer automatically receives a Shadow Point; two if use of the power causes death
8 16 Bless Healer can make any place a Holy Place, where no evil can exist. The area blessed will grow in plant and animal life. Eventually (100 years) the area will become a Light Side Nexus. If used on a Dark Side Nexus, the Nexus will weaken but the Healer will take a Mortal Wound and receive a Shadow Point. This power costs as many CP's as the size of the area being blessed (ex. 30 sq. km = 30 CP's)
  16 ** Wither Same difficulties as Restore Limbs/Organs. Healer automatically receives and Shadow Point; two if this causes death. Recipient is automatically dropped to Mortally Wounded (-3D) status and dieing. Range is touch
9 18 Unclone Same as Wither but it only works on clones and does not constitute evil so the Healer does not receive a Shadow Point (due to their religious beliefs)
  18 ** Kill Same as Wither but the Healer automatically receives 2 Shadow Points and the recipient will be at least -4D wound status
10 20 * Curse Just the opposite of Bless. The Healer can make any place unholy, where no good can exist (Immortals can fight on this type of ground). The area cursed will wither and all wildlife will either die or leave the area. Eventually (75 years) the area will become a Dark Side Nexus. If used on a Light Side Nexus, the Nexus will weaken and the Healer will take a Mortal Wound and receive three Shadow Points. The CP cost is double the area being cursed (ex. 20 sq. km = 40 CP's). Other, smaller Curses can be made as well. For example; the Healer can Curse someone to always miss in combat or always get hit in combat. Their are many more variations and are too numerous to be listed here. Use your imagination
@ The recipient will loose all benefits if he/she ever tells a lie, and will revert back into whatever shape they were in before the power was used. Healers who tell a lie will loose all their powers and will have to travel back to their home planet on a personal quest to regain them at the Healer Pool. This must be undertaken as soon as the powers are lost or they will forever be without them and become mortal.
* Will gain a Shadow Point if used for anything other than stun or mild curses.
** Use of the power always gains a Shadow Point.



Gunna

Click on image for full size


Type: Special R2/R4 Pilot Droid
Dexterity 3D: (s)Missile weapons: grenade launcher 7D+2, (s)missile weapons: tracker launcher 8D
Perception 2D: search 5D+2, sneak 5D+2
Strength 3D (+3D/+3D [molecularly bonded]): Lifting 4D, stamina 5D
Knowledge 1D: Languages 4D+2
Mechanical 2D: Astrogation 6D+1, capitol ship gunnery 6D, capitol ship piloting 6D, capitol ship shields 6D, computer ops 7D, repulsorlift ops 7D, sensors 6D, space transports 6D+2, starship gunnery 6D, starship shields 6D
Technical 2D: Capitol ship repair 5D, computer program/repair 7D, first aid 5D+2, repulsorlift repair 5D, security 5D, space transport repair 6D, starfighter repair 6D, (A) starship engineering 3D
Move: 7, 12 (jets)/50;175 (repulsors)
Size: 1 meter
Weight: >>>CLASSIFIED<<< Cost: unique

Equipment:
-Retractable Grenade Launcher: 7D, Ammo: 5 (impact), Range: 5-75/200/400
-Hyperspace Routes: Can store up to >>>CLASSIFIED<<<
-Culcanis MicroInstruments Tagger Remote Tracker: carries 15 tracker darts
-Retractable heavy grappling arm (+1D lifting)
-Retractable fine-work grappling arm
-Extendable .3m long video sensor with 360-degree rotation
-Small electric arc welder (.3m range, 1D-5D damage)
-Video display screen
-Holographic projector/recorder: stores up to 150 hours
-Fire Extinguisher
-Acoustic signaler
-Small (20cm by 8cm) Internal Storage Area
-Small Retractable Jets: Move 12 (lasts for 10 rounds before recharging)
-Droid Voice Box: can speak basic and understand nearly all languages.
-Repulsorlift Drive
-Energy Shield Generator (+2D vs. Energy Weapons)
-Internal Military Comlink (16 scrambled channels, 60 standard channels, frequency scanner)
All other data is >>>CLASSIFIED<<<

Sork's Scorpion Droid

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Dexterity 4D+2: blaster 8D+2, dodge 8D+2
Perception 2D: search 6D+2
Strength 4D+2 (shields 2D+2):
Knowledge 2D+2: tactics 6D, technology 5D
Mechanical 3D: Communications 5D, Sensors 5D
Technical 1D: Security 6D+2

Move: 7/18 (22 for three rnds up to 5 times per day)
Space: 2
Height: .7 meters
Length: 1.8 metes
Weight: 48kg

Equipment:
-Pulse Cannon: 6D (+1D to Blaster, fires a large pulse with a blast radius of 3 meters. Range: 3-75/200/400)
-Repeating Blaster: 5D+1 (three shots with no penalty), Range: 3-50/150/300
-Personality Matrix: Complex (they do not speak except through tight-beam communication and a readout in Galactic Basic when requested.)
-Military Database: Adds +2D to Perception to recognize any military verhicle or any military or paramilitary unit
-Tactical Database: Adds +1D to Tactics
-Technology Database: Adds +1D to Technology skill rolls.
-Starfighter/Space Transport and Capitol Ship Database: contains the layout of 700 ships (Hujinn, Victory I & II, X-Wing, Ithorian Herd Ships, Imperial-class I Star Destroyers, etc)
-Improved Repulsorlift Drive: Allows 18 meters per move. Boost system allows move of 22 for three rounds once per day.
-Improved Strength: +2D permanently added
-Armored: Adds +1D to Strength to resist damage
-Energy Shield Generator (+2D vs. Energy Weapons)
-Motion Sensor (+1D to Search to detect moving targets within 50 meters)
-Standing Orders: Will not obey anyone other than those designated by Sork: (current PC and NPC members). All weapons set to stun until being on list is stunned or wounded.
-Radio Wave Communication System: Encrypted. Burst speed and tight beam transmissions. Used to communicate with Sork up to 10 km.
-Holographic projector/recorder: Can be used for communication if requested.
-EMP Protection: Lasts up to 10 rounds before needing to be re-applied.
-Water Sealed: Critical systems are protected from water up to 100 meters deep.
-Vacuum Sealed: Capable of operating in space.
-Life Form, Infrared, Thermal and Ultraviolet Sensors
Sensors: Life Form, Movement
  Passive: 40/+2
  Scan: 80/+1D
  Search: 160/+1D+2
  Focus: 12/+2D
Sensors: Infrared, Thermal
  Passive: 30/+1D
  Scan: 60/+2D
  Search: 120/+3D
  Focus: 10/+4D
Sensors: Ultraviolet
  Passive: 200/+1D+1
  Scan: 400/+2D+1
  Search: 600/+3D+1
  Focus: 40/+4D+1

Game Notes: These droids respond to Sork only. He may designate others temporarily, but they must be in their database. The two droids are linked together for easier maneuvering and combat tactics. This link is encrypted and transmits on a very tight beam and burst transmission. This link has a range of 15 km (10 km in urban settings and 7 km underground).

One of Sork's Scorpion Droids has been destroyed by a Tobias Droid in the employ of TN2. He will not be replaced.

Sork's Draymak Tobias MkII Combat Droids (2)

Click on image for full size


Type: Combat Droid
Cost: 875,000

Dexterity 4D: Blaster 10D, Blind Fighting 8D, Dodge 10D, Firearms 9D, Grenade 9D+2, Melee Combat 10D, Missile Weapons 9D, Plasma Weapons 8D, Pulse Wave Weapons 8D+2, Simultaneous Attack 14D
Perception 4D: Command 8D, Search 9D, Sneak 9D
Strength 4D (3D/3D): Brawling Combat 10D, Climbing/Jumping 12D, Lifting 9D, Stamina 10D
Knowledge 3D: Alien Species 8D, Humanoid Biology 8D, Languages 8D, Law Enforcement 8D, Planetary Systems 8D, Streetwise 8D, Survival 9D, Tactics 10D
Mechanical 3D: Communications 9D, Repulsorlift Ops 9D, Sensors 10D, Swoop Ops 12D
Technical 3D: Armor Repair 8D, Blaster Reapir 9D, Demolition 9D, Droid Programming 7D, Droid Repair 7D, (A) Explosives 3D, Firearms 8D, Melee Weapon Repair 8D, Missile Weapon Repair 7D, Plasma Weapon Repair 8D, Security 9D

Move: 12/50 (jump)
Height: 1.75 meters
Weight: 158kg
Availability: 4,X
Personality Matrix: Complex

Equipment:
-Modified Heavy Blaster Rifle: Ammo: 100, Range: 3-50/150/300, Damage: 6D+2 (scomp-link adds +2D to hit moving targets, targeting scope adds +1D to hit in addition to the scomp link if aimed for one or more rounds)
-Armor: Adds +3D/+3D to all areas and is a partial Cortosis weave. Every hit from an energy melee weapon (lightsabres, vibro weapons, etc) has a 30% chance of being turned off for 1-6 rounds
-H.U.D. System: This includes a rear sensor system that eliminates attacks from behind
-Internal/Locked System: Cannot be turned off by normal means. Each droid comes with a unique command phrase that allows it to be turned off. The phrase is also linked to the owner's voice signature for security. If more that ten droids are owned then a group phrase can be added as well. Of course, a Jedi may make a Very Difficult Sense roll to locate the power switch followed by a Difficult Alter roll to turn the droid off (designed to resist Jedi tampering)
-EMP Protection: 10 rounds
-Fire Protection
-Water Sealed
-Plasma Protection
-Ion Protection
-Nanbot Repair System (see Game Notes below for details)
Sensors: Life Form, Movement
  Passive: 40/+2
  Scan: 80/+1D
  Search: 160/+1D+2
  Focus: 12/+2D
Sensors: Infrared, Thermal
  Passive: 30/+1D
  Scan: 60/+2D
  Search: 120/+3D
  Focus: 10/+4D
Sensors: Ultraviolet
  Passive: 200/+1D+1
  Scan: 400/+2D+1
  Search: 600/+3D+1
  Focus: 40/+4D+1

Description: A very sleek design with many built-in redundant systems for guaranteed functionality and long lasting combat readiness. All droids produced thus far have had provided flawless service to their owners. It is recommended that the droids' memory be wiped every month as they quickly develope strong personalities. Note however, that those not wiped have never turned against their owners or disobeyed orders.
Game Notes: All systems are redundant allowing the droid to function with damage at two levels lower than normal (Example: -3D wound - droid wound is actually -1D). This droid also has a nanobot repair system that will eventually be able to repair all damage of -5D or less (-1D = 1 minute, -2D = 5 minutes, -3D = 20 minutes, -4D = 50 minutes, -5D = 2 hours).

Gandolv's R5-D3 Droid

R5
Type: Modified R5 Astromech
Manufacturer: Industrial Automaton Pilot Droid
Gender: Male
Height: 1 m
Weight: 50 kg
Move: 8

Dexterity 1D: Dodge 5D, (s)Melee Weapons: Electric Welder 4D+2
Perception 1D:
Strength 1D (+2D/+1D):
Knowledge 1D:
Mechanical 2D: Astrogation 6D, Repulsorlift Ops 6D, Sensors 4D, Space Transports 5D, Starfighter Piloting 6D, (s)Starfighter Piloting: Y-Wing 7D+2, Starship Gunnery 5D, Starship Shields 5D
Technical 2D: Computer Prog./Repair 5D, Droid Repair 5D, Repulsorlift Repair 5D, Starfighter Repair 6D*, Space Transports Repair 5D, Starship Weapons Repair 5D

Equipped With:
-Visual photoreceptors (Human range, infrared, ultraviolet)
-Kalibac Mechro-II brain
-Wide-band radio receiver
-Retractable heavy grasper arm (+1D to lifting)
-Retractable fine manipulator arm
-Extendable .3 meter long video sensor (360 degrees)
-Three wheeled legs (one retractable)
-Small electric welder (1D to 5D damage, 0.3 meter range)
-Small circular saw (4D damage, 0.3 meter range)
-Holographic projector/recorder
-Acoustic signaler
-Fire extinguisher
-Internal Cargo Area (20 cm by 8 cm)
*If acting in a Co-Pilot capacity, may attempt starship repairs while in flight.
Capsule: The R5 Pilot was designed specifically to pilot fighters or freighters, and was marketed as a space transports and repulsorlift maintenance unit. This droid is popular among Rebel and privateer groups and can hold three hyperspace jump coordinates in memory.