GURPS4e Star Wars

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Greetings ugly bags of mostly water,

A LONG TIME AGO IN A GALAXY FAR, FAR AWAY....

The Enclave of Atris, located on Taris, has been rediscovered by Jedi Historians as they attempted to retrace "The Path of Revan".
Thought to be lost, it's finding brings great elation to those in the Jedi Order who quickly move to study the holocrons stored there.
They choose a new custodian for the facility....a Jedi Sentinel by the name of Fonyx Myiir.
Master Myiir overseas all the research undergone at the academy into the archives of Atris the White. He uncovers references made to a "substance" which has the unique ability to "bestow the force" to what it decribes as a "non-force sensitive". Ancient jedi archival lore only contained of a brief reference on them. It calls such force-users "Grey Ones" and reputes they manipulate both light and dark sides of the force free of "consequence" but the passage itself seems less informative and more the stuff of myth.
This lost Jedi Order was called "The Urian Council" and nothing is listed about it after the initial entry.
The entry claims its location to be in an isolated sector of Wild Space called "The Periphery" and lists a set of hyperspace coordinates.
Normally this would make any idea of mounting an expedition to be ludicrous at best, owing to the unpredictable nature of Wild Space, except for one teeny-tiny detail. The entry ALSO included a hyperspace map charting a safe route through the anomalies and a rudimentary star chart of some local systems. Once more the Jedi Archives show no data on Wild Space or any of it's encompassing systems but can detect an anomalous gravity signature at the location specified.
Fonyx quickly collected and hid all traces of this information while he consulted with the Grand Jedi Council on what to do about this discovery.
It was ultimately decided that the danger of this possible threat would be worthy of warrenting an expedition to the coordinates and acertain if their was indeed something in existance that could give someone control of the force and if the rumors turned out to be true....to destroy the source.
Master Myiir asked for a team of historians from his own order to undertake the task....gives them sealed orders, a ship, a set of coordinates and an ancient map to a forgotten sector of doomed space.
The members of this mission are all "volunteers" and all involved know this is likely to become a one-way trip.

(Scroll to small Republic transport bearing diplomatic colors as it speeds from Tarisian polar orbit....)

Seriously now, GURPS Star Wars is the name of the game but it may as well be called GURPS Space.
This particular adventure is set 100 years before the events of Episode I and is consentrated in a relatively unknown section of the galaxy known as "Wild Space". What makes it so "wild" is that hyperdrive technology doesn't operate reliably within the confines of the sectors dense nebula consentrations. FTL travel is unreliable and shield technology doesn't function at all.
The players may create any 250 point character they wish (with a -50 point disadvantage/quirk limit) providing the species is listed in the fan-made GURPS 4e Star Wars-Sentient Species book.

(It's free online as are all the rest of the GURPS Star Wars material but use the 2009 Source Book and not the 2006 release)

I wanted to create a series of adventures which were an hommage to the TSR Star Frontiers Volturnus series.
Players need not even be a Jedi to play this adventure....which is good as 250 points really only builds a lower level padawan....but having said that, I would hope at least one player opts to go the Jedi route.
No Droid characters permitted....there's a GOOD reason for this rule! Likewise will character builds that incorperate wealth to buy a lot of Droids will also be spitting nails like there's no tomorrow.

(Automatically included by default is the mission leader, a Jedi Master by the name of "Hethrine Six". What makes Hethrine so special is that she's a clone. That in itself isn't really all that special at all except that the original person, whose tissue was used to grow her, was not force sensitive at all. She is an example of someone "reawakened" to the force although by means which even escape the Grand Council. She originally began play as a set of 12 Dark Jedi clones being used in a Sith project....Six is the only one of the twelve to survive. Tried (on many occasions) to kill Master Myiir as a Padawan.)

The best non-jedi builds would be:

- Explorer, Survey Scout or Ex-Space Marine:Ranger (someone used to "going native" as it were)
- Archive Historian (basically a bookworm, possibly refused for Jedi training!)
- Spacer, Technician or Pilot (always handy in a Star Wars game)
- Scientist (possibly a Xenologist or Botanist or similar researcher)
- Physician (or possibly Jedi Healer....someone who can treat more than just humans)

Being a Jedi funded operation, Scoundrel-types, Assassins and Bounty Hunters would be unlikely choices for the order on such an "important" mission....BUT...."evil" character variations of the above build templates WILL be acceptable up to and including Padawans or Historians!
The cruiser supplied by Master Myiir comes with a loyal and dedicated crew compliment for ship operations so it's not required that they fulfil primary operations roles, unless players WANT TO that is....
They are considered to be the expedition team itself and should be designed around a "possible first contact" or "brave new world treking" design philosophy.
Once more, these are just some suggestions based on the existing narrative and players should not feel bound to abide by them. As long as their design has a logical reason to be chosen by the Jedi Order on a sensitive mission, it should be fine.

(Perhaps you might play as a Mandalorian Super-Commando who just so happens to be familiar with that section of Wild Space and his first hand knowledge of the region may prove invaluable in spite of the danger they may present to the mission)

The Republic is currently TL-11^ as is most of the galaxy at large.
(For those who are curious, Emperor Palpatine hasn't even been born yet and Yoda is somewhere in his late 700's!)
It's worth noting that while Droids should be avoided (along with any bionic prosthesis), races that have not been "discovered" yet are not available for play, such as:

- Ewoks....Endor's not even on a map yet.
- Gungans....Naboo's waterborne natives haven't bothered to acquire star travel yet. As a matter of fact, just don't go with the "walking fish sticks" at all on this adventure and that includes every OTHER water-dependant species I can think of: Mon-Calamari, Quarren, Selkath, Melodi's, whatever the f'k "Hiro" is supposed to be....just forget it. (Believe me when I say you'll THANK me later!)
- Ando....They haven't stolen their first starship yet.
- GAR Clones....They don't exist yet.

Also worth noting:

- Miraluka....None remain!
- Trandoshans....While not banned from play, at least 4/5th's of the heroes NPC crew positively HATE Trandoshans. It's bad enough when the enemy tries to frag you all the time, no need to add their own allied NPC roster to the batting order as well!

Anyone who elects to play as a Jedi Padawan begins as Mistress Six's pupil.
Players that elect to go the route of "non-force sensitive" will still be the sort of personal used to working with or around Jedi even if not directly affiliated with the Tarisian Academy Order.
Each player will THEN be given 100 points in "secret advantages & disadvantages" based solely on their characters "background story"....so be creative!
The game will DEFINITELY use Power Ups 5:Impulse Buys to tweak the cinamatic flavor of the game but the exact particulars I have yet to decide on since some of those rules don't work so well with Jedi.
Skype and Maptools will be used for the sessions....day and time to be decided by assembled players but allow me to submit that Fridays are out for me as I run a "Shadowfell" game as well.
I hope to attract 4 players but the game can start with 3 just the same.
Experience with GURPS not a prerequisite....just love of Star Wars or fun.
(Mature players only please)
We can be contacted by PM or this thread.
This adventure is guarenteed to f@#k you up!
Any takers?

-Peace-
Permalink
Greetings,

After undue thought I have decided that the suggestions in GURPS Power Ups 5: Impulse Buys for "action" are the best set to go with for a Star Wars game. "Buying Success & Failure" are fine in my books and especially "Dooming Foes"....'cause Mooks got NO rights!!
"No Nuisance Rolls" is also appropriate as is "Defence vs Effect"....for all those pesky Sith powers.
"Flesh Wounds" also fine in my books and "Dramatic Death" and "Sartorial Integrity" are likewise, a must.
BUT just say no to "Bullet Time".
Also the space combat system provided in the fan system will not be used in favor of GURPS Starships "Cinematic Rules" for all space-oriented exchanges.
That's about it for now.

-Peace-
Permalink
Greetings,

I thought I might stir the pot by posting a few of the Republic NPC crew over the next week or so. Up today we find the transports "Cargo Loader": Mister Myiir. Why a "manual" cargo loader in The Age of Droids you may ask? The Skipper just doesn't trust them!

Although affectionately refered to as "YOU MISERABLE LAZY LITTLE FRAKER" by most of the Andoori Dream's crew, he is actually one of the hardest working members of group. He is so efficient at his job that he often spends most of the ships "long hauls" playing holo-novels in his bunk.
Unlike most of the crew, he dislikes weapons intensely but this doesn't prevent him from being an expert shot with a pistol. Doobie won't elaborate on were he learned to shoot like that. At best, he keeps his trusty pocket knife with him at all times.
Considered to be the "shadiest" member of the Dream but despite a non-confrontational nature, his temper often gets the best of him and Myiir will often get the crew into more trouble than some of the ships more "anti-social" individuals. For someone who is supposed to be "squeaky clean", Doobie always seems to know one or two low lifes where ever The Andoori Dream has berthed.
Has had a crush on Tysha from the very first day he set foot on the ship but she'll have nothing to do with him. His unrelenting romantic overtures to her have now become so creative it's almost like watching the Coyote trying to catch the Roadrunner. Flirts with Case but thinks of her like a sister. Avoids "The Mad Claw" whenever he can and tries not to be alone with him as the Simiod is still sore at him for for putting "hair remover" in great monkeys fur cleaner. He spends most of his time around Saito as something is always falling off their Dynamic-Class Transport and the old man always needs help. Won't even look Madigan in the eye, which is odd since he makes a pass at anything with a pulse at LEAST once.
Uses his position to TRY makes extra cash (he usually ends up losing money on these ventures) by smuggling weapons to rebel groups which openly oppose tyranical planetary governments and has begun to suspect that the ship's skipper may be onto his extra-curricular activities. If he has (to his credit) he has not confronted Doobie on it yet. Case once walked knowingly into one of his "deals gone south in a big way" to pull the misguided youth out of what was obviously a set up. One of the few times Myiir ever used a weapon in self-defence, Case saved his life and even helped him return the merchandise and cash to the Dream without telling the Captain....for a "more than generous" 80-20 split and a warning that if she ever caught him doing it again, she'd leave him to get incinerated and THEN notify Starlaw. Apparently he HASN'T learned his lesson yet!
Due to past misfortunes, he ALWAYS keeps an eye on his surroundings and is always the first to spot trouble brewing. The crew still won't permit him to go with them into the various Spacer's Rests across the galaxy that they frequent as he is still underage (even if the truth of the matter is he is actually 34):

"THREE more monthes ya lil' motherfraker....YOU just stay put this time!"

Unique amongst the crew, his relationship with the Captain didn't occur as a result of an arrest but instead as "Dude in Distress" rescue.

Name: Doobie Myiir
Race: Human (Omega Upgrade)

Attributes [150]
ST 10
DX 14 [60] (DX includes +1 from 'Omega [TL9] (Bio-Tech)')
IQ 15 [80] (IQ includes +1 from 'Omega [TL9] (Bio-Tech)')
HT 12 [10] (HT includes +1 from 'Omega [TL9] (Bio-Tech)')

HP 10
Will 14 [-5]
Per 18 [5] (Perception includes +2 from 'Extra Perception')
FP 12

Basic Lift 20
Damage 1d-2/1d

Basic Speed 6.5
Basic Move 7 (Basic Move includes +1 from 'Extra Basic Move')

Ground Move 7
Water Move 1

Social Background
TL: 10 [-5]
Cultural Familiarities: Human (Native) [0].
Languages: Galactic Basic (Native/Native) [0].

Advantages [179]
Appearance (Handsome) [12*]
Charisma (2) [10]
Daredevil (2) [30]
Extended Lifespan (1) [2]
Extra Basic Move (1) (Affects displayed Basic Move score) [5]
Extra Perception (2) (Affects displayed Per score) [10]
Fit [5]
High Manual Dexterity (2) [10]
Longevity [2*]
Luck (Extraordinary) [30]
Resistant (Occasional) (+3) [3*]
Single-Minded [5]
Versatile [5]
* = item is owned by another, point value is included in the other item.

Perks [6]
Dirty Fighting [1]
Dramatic Death [1]
Friend (Shukky) [1]
Honest Face [1]
Intron Messages [0]
Looks good in Uniform [1]
Passing Complexion [1]

Disadvantages [-89]
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]
Bad Temper (12 or less) [-10]
Compulsive Behavior: Compulsive Rhetoric (9 or less) [-7]
Curious (12 or less) [-5]
Insomniac (Mild) [-10]
Loner (12 or less) [-5]
Overconfidence (9 or less) [-7]
Pacifism (Reluctant Killer) [-5]
Social Stigma (Minor) [-5]
Stubbornness [-5]
Wealth (Poor) [-15]
Xenophilia (12 or less) [-10]

Quirks [-7]
Dislikes Arachinids [-1]
Dislikes Authoritarian Figures [-1]
Distinctive Feature (Holo Kanji Tattoo) [-1]
Dreamer [-1]
Habit (Curses) [-1]
Imaginative [-1]
Likes Whiskey [-1]

Packages [0]
Omega [TL9] (Bio-Tech) [67]
Technician (Space) [0]
That Darn Kid (Mysteries) [0]

Skills [86]
Acting IQ/A - IQ+0 15 [2]
Area Knowledge (Neighbourhood) IQ/E - IQ+0 15 [1]
Artist (Drawing) IQ/H - IQ-1 14 [2]
Bow DX/A - DX-1 13 [1]
Brawling DX/E - DX+0 14 [1]
Carousing HT/E - HT+2 14 [4]
Climbing DX/A - DX+0 14 [2]
Computer Operation/TL10 IQ/E - IQ+1 16 [2]
Computer Programming/TL10 IQ/H - IQ+1 16 [8]
Criminology/TL10 IQ/A - IQ-1 14 [1]
Dancing DX/A - DX-1 13 [1]
Disguise/TL10 (Human) IQ/A - IQ+0 15 [2]
Electronics Operation/TL10 (Security) IQ/A - IQ+1 16 [4]
Electronics Repair/TL10 (Computers) IQ/A - IQ+2 17 [8]
Fast-Draw (Knife) DX/E - DX+0 14 [1]
Fast-Draw (Pistol) DX/E - DX+1 15 [2]
Fast-Talk IQ/A - IQ+0 15 [2]
Filch DX/A - DX+0 14 [2]
First Aid/TL10 (Human) IQ/E - IQ+0 15 [1]
Games (Sensies) IQ/E - IQ+0 15 [1]
Guns/TL10 (Pistol) DX/E - DX+1 15 [2]
Hazardous Materials/TL10 (Chemical) IQ/A - IQ+0 15 [2]
Hobby Skill (Sims) DX/E - DX+0 14 [1]
Holdout IQ/A - IQ+1 16 [4]
Jumping DX/E - DX+1 15 [2]
Knife DX/E - DX+0 14 [1]
Lockpicking/TL10 IQ/A - IQ+0 15 [2]
Mathematics/TL10 (Applied) IQ/H - IQ-2 13 [1]
Mathematics/TL10 (Pure) IQ/H - IQ-2 13 [1]
Physics/TL10 IQ/VH - IQ-3 12 [1]
Running HT/A - HT+0 12 [2]
Scrounging Per/E - Per+1 19 [2]
Search Per/A - Per-1 17 [1]
Shadowing IQ/A - IQ-1 14 [1]
Spacer/TL10 IQ/E - IQ+0 15 [1]
Stealth DX/A - DX+1 15 [4]
Survival (Woodlands) Per/A - Per+0 18 [2]
Swimming HT/E - HT+1 13 [2]
Throwing DX/A - DX+0 14 [2]
Thrown Weapon (Knife) DX/E - DX+1 15 [2]
Vacc Suit/TL10 DX/A - DX+0 14 [2]

Stats [150] Ads [179] Disads [-94] Quirks [-7] Skills [86] = Total [320]

Hand Weapons
1 Small Knife (Folding) LC:4 $360 Wgt:.6
swing Dam:1d-1 (2) cut Reach:C,1 Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
thrust Dam:1d-1 (2) imp Reach:C Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]

Ranged Weapons
1 Light Cloak LC: Dam:spcl. Acc:1 Range:2 / 2
RoF:1 Shots:T(1) ST:5 Bulk:-4 Rcl: $30 Wgt:1.3334 Notes:[1]/[4]
1 Small Knife (Folding) LC:4 Dam:1d-1 (2) imp Acc:0 Range:5 / 10
RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $360 Wgt:.6

Armor & Possessions
1 Backpack¸ Frame $300 Wgt:8 Location:
1 Complete Wardrobe $1500 Wgt:13.334 Location:
1 Coveralls $800 Wgt:2.4 Location:
15 Currency (1 Credit Chip) $15 Wgt:.6 Location:
400 Currency (10 Credit Chip) $4000 Wgt:8 Location:
1 Flashlight¸ Mini $20 Wgt:.3 Location:
1 Fur Tunic $37.5 Wgt:1.3334 Location:torso
1 Leather Gloves $45 Wgt:0 Location:hands
1 Leather Jacket $75 Wgt:2.6668 Location:arms, torso
1 Leather Leggings $60 Wgt:1.3334 Location:legs
1 Leather Pants $60 Wgt:2.0001 Location:legs, groin
1 Lockpicks $375 Wgt:0 Location:
1 Personal Basics $15 Wgt:.8 Location:
1 Portable Electrician Tool Kit $900 Wgt:13.334 Location:
1 Portable Electronics Repair Kit $1800 Wgt:6.667 Location:
1 Reinforced Boots $112.5 Wgt:2.0001 Location:feet
1 Web Gear $75 Wgt:1.3334 Location:

(Yes, he is valued at 320 points and while player may ask "but we are only 250?" but don't forget players ALSO start with an extra 100 points in secret advantages so it works out again!)

-Peace-
Permalink
Welcome back,

Next on the hit parade is The Andoori Dreams skipper, Krysopher Bryce.

Previously a commander in the Starlaw Corps he officially resigned his commision to the Republic after becoming disillusioned with his law enforcement superiors. In his final mission for Starlaw he crossed paths with a Jedi named Myiir (no relation to Doobie!) who made him an offer he couldn't refuse.
He maintains a personae of a freighter captain who will haul anything to anywhere if the price is right but in reality, the only way he can keep his crew out of lock up and stay flying is to perform occasional favors for Starlaw. Has gained a reputation for discretion and for getting sensitive cargo through Starlaw blockades. He families past has given him the unique ability to walk in circles that no Starlaw operative has.
He trusts his crew with his life but that doesn't change the fact that he met all but one of them as an arresting officer. The Mad Claw is his closest friend and of all the crew but only Case seems to be able to "give the Skipper orders". Seems to only tolerate "sass" from Madigan. He and Saito always seem to yell at each other angily or unintelligibly but they are each quite fond of the others company, in reality. Treats Doobie more like a "PFC" than someone he could depend upon in a firefight but alternately puts up with his misguided youthful zeal with a greater degree of tolerance than he does with the rest of the crew.
Doesn't look for fights but they DO seem to find him with frightening regularity.
Corperate Sector Authority had issued a warrent for his arrest over a shipment of "smuggled weapons" hidden inside of legal cargo but the charges were dropped after pressure was applied on his behalf by those in Starlaw who still had need of his services. Has begun to surmise someone on his ship has returned to their criminal ways but is unsure of who it might be.
Has ALMOST paid off The Andoori Dream five full years ahead of schedule and has decided that one last "good" run will be all it would take to put the Dynamic-Class transport fully in his ownership.
Fonyx has every confidence that Captain Bryce is the right choice for the mission.

Name: Captain Bryce
Race: Human

Attributes [265]
ST 15 [50]
DX 14 [80]
IQ 14 [80]
HT 15 [50]

HP 16 (Hit Points includes +1 from 'Extra Hit Points')
Will 14
Per 14
FP 16 (Fatigue Points includes +1 from 'Extra Fatigue Points')

Basic Lift 45
Damage 1d+1/2d+1

Basic Speed 7.5 [5]
Basic Move 7

Ground Move 7
Water Move 1

Social Background
TL: 10 [-5]
Cultural Familiarities: Human (Native) [0].
Languages: Galactic Basic (Native/Native) [0].

Advantages [180]
Ambidexterity [5]
Appearance (Handsome) [12]
Combat Reflexes [15]
Damage Resistance (1) (Tough Skin) [3]
Extra Fatigue Points (1) (Affects displayed FP score) [3]
Extra Hit Points (1) (Affects displayed HP score) [2]
Luck [15]
Military Rank (4) [20]
Status (4) [0]
includes: +1 from 'Military Rank', +3 from 'Wealth'
Tough Guy (1) [5]
Wealth (Multimillionaire 2) [100]

Perks [7]
Convincing Nod [1]
Courtesy Military Rank (1) [1]
Fearsome Stare [1]
One-Way Fluency (Pilot) [1]
Skill Adaptation (Clinch/Karate) [1]
Special Exercises (DR 1 with Tough Skin) [1]
Style Familiarity (Karate - Goju Ryu) [1]

Disadvantages [-95]
Code of Honor (Soldier's) [-10]
Discipline of Faith (Ritualism) [-5]
Honesty (12 or less) [-10]
Secret (Still carries out contracts for Starlaw Command) (Possible Death) [-30]
Secret Identity (Starlaw Operative) (Possible Death) [-30]
Sense of Duty (Crew) (Small Group) [-5]

Quirks [-5]
Always makes time for tea on the Crew Rosters [-1]
Always recording Captain's Logs [-1]
Broad-Minded [-1]
Dislikes his continued clandestined Starlaw affiliation [-1]
Likes Mando'a Culture [-1]

Packages [0]
Karate - Goju Ryu (Martial Arts) [0]
Soldier (Space) [0]
Soldier - Officer (Space) [0]
Soldier - Ranger (Space) [0]
Soldier - Veteran (Space) [0]

Skills [248]
Acrobatic Stand (Acrobatics) Tech/A - def+2 10 [2]
Acrobatics DX/H - DX+0 14 [4]
Administration IQ/A - IQ+1 15 [4]
Aggressive Parry (Karate) Tech/H - def+1 11 [2]
Armoury/TL10 (Body Armor) IQ/A - IQ-1 13 [1]
Armoury/TL10 (Melee Weapons) IQ/A - IQ-1 13 [1]
Armoury/TL10 (Small Arms) IQ/A - IQ-1 13 [1]
Axe Kick (Karate) Tech/H - def+1 12 [2]
Back Kick (Karate) Tech/H - def+1 12 [2]
Back Strike (Staff) Tech/H - def+1 13 [2]
Back Strike (Spear) Tech/H - def+1 13 [2]
Back Strike (Shortsword) Tech/H - def+1 13 [2]
Back Strike (Broadsword) Tech/H - def+1 13 [2]
Beam Weapons/TL10 (Pistol) DX/E - DX+1 15 [2]
Beam Weapons/TL10 (Rifle) DX/E - DX+2 16 [4]
Body Language (Simiod) Per/A - Per-1 13 [1]
Body Language (Human) Per/A - Per-1 13 [1]
Brawling DX/E - DX+0 14 [1]
Breath Control HT/H - HT+0 15 [4]
Broadsword DX/A - DX+0 14 [2]
Camouflage IQ/E - IQ+2 16 [4]
Climbing DX/A - DX+1 15 [4]
Computer Operation/TL10 IQ/E - IQ+0 14 [1]
Criminology/TL10 IQ/A - IQ+0 14 [2]
Detect Lies Per/H - Per+0 14 [4]
Disguise/TL10 (Human) IQ/A - IQ-1 13 [1]
Driving/TL10 (Automobile) DX/A - DX-1 13 [1]
Driving/TL10 (Hovercraft) DX/A - DX+0 14 [2]
Driving/TL10 (Motorcycle) DX/A - DX+1 15 [4]
Ear Clap (Karate) Tech/A - def+1 13 [1]
Economics IQ/H - IQ-2 12 [1]
Elbow Strike (Karate) Tech/A - def+1 14 [1]
Electronics Operation/TL10 (Electronic Warfare) IQ/A - IQ+0 14 [2]
Engineer/TL10 (Combat) IQ/H - IQ-2 12 [1]
Exotic Hand Strike (Karate) Tech/A - def+1 15 [1]
Explosives/TL10 (Demolition) IQ/A - IQ+0 14 [2]
Explosives/TL10 (Explosive Ordnance Disposal) IQ/A - IQ+0 14 [2]
Fast-Draw (Knife) DX/E - DX+1 15 [1]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Long Arm) DX/E - DX+1 15 [1]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Pistol) DX/E - DX+1 15 [1]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Sword) DX/E - DX+1 15 [1]
includes: +1 from 'Combat Reflexes'
First Aid/TL10 (Simiod) IQ/E - IQ+0 14 [1]
First Aid/TL10 (Human) IQ/E - IQ+1 15 [2]
Forced Entry DX/E - DX+3 17 [4]
includes: +1 from 'Tough Guy'
Forward Observer/TL10 IQ/A - IQ+0 14 [2]
Free Fall DX/A - DX+0 14 [2]
Gesture IQ/E - IQ+1 15 [2]
Gunner/TL10 (Beams) DX/E - DX+2 16 [4]
Guns/TL10 (Light Anti-Armor Weapon) DX/E - DX+1 15 [2]
Hammer Fist (Karate) Tech/A - def+1 15 [1]
Handcuffing (DX) Tech/A - def+3 15 [3]
Head Butt (Karate) Tech/H - def+1 15 [2]
Hiking HT/A - HT+1 16 [4]
Holdout IQ/A - IQ+0 14 [2]
Interrogation IQ/A - IQ+1 15 [4]
Intimidation Will/A - Will+1 15 [2]
includes: +1 from 'Tough Guy'
Jumping DX/E - DX+1 15 [2]
Karate DX/H - DX+1 15 [8]
Karate Art DX/H - DX+0 14 [4]
Kicking (Karate) Tech/H - def+1 14 [2]
Knee Strike (Karate) Tech/A - def+1 15 [1]
Knife DX/E - DX+0 14 [1]
Law (Military) IQ/H - IQ-1 13 [2]
Leadership IQ/A - IQ+1 15 [4]
Mathematics/TL10 (Applied) IQ/H - IQ-2 12 [1]
Mathematics/TL10 (Pure) IQ/H - IQ-2 12 [1]
Navigation/TL10 (Land) IQ/A - IQ+1 15 [4]
Observation Per/A - Per-1 13 [1]
Piloting/TL10 (High-Performance Spacecraft) DX/A - DX+1 15 [4]
Piloting/TL10 (Low-Performance Spacecraft) DX/A - DX+1 15 [3]
Push Kick (Karate) Tech/H - def+1 13 [2]
Reverse Grip (Shortsword) Tech/A - def+2 10 [2]
Reverse Grip (Broadsword) Tech/A - def+2 10 [2]
Running HT/A - HT+1 16 [4]
Savoir-Faire (Dojo) IQ/E - IQ+2 16 [4]
Savoir-Faire (Military) IQ/E - IQ+1 15 [2]
Scrounging Per/E - Per+1 15 [2]
Search Per/A - Per-1 13 [1]
Shadowing IQ/A - IQ+1 15 [2]
includes: +1 from 'Tough Guy'
Shortsword DX/A - DX+0 14 [2]
Smuggling IQ/A - IQ+1 15 [4]
Soldier/TL10 IQ/A - IQ+3 17 [12]
Spacer/TL10 IQ/E - IQ+1 15 [2]
Spear DX/A - DX+0 14 [2]
Spinning Kick (Karate) Tech/H - def+1 13 [2]
Staff DX/A - DX+0 14 [2]
Stealth DX/A - DX+1 15 [4]
Streetwise IQ/A - IQ+1 15 [2]
includes: +1 from 'Tough Guy'
Survival (Mountain) Per/A - Per+0 14 [1]
Survival (Radioactive Wasteland) Per/A - Per-1 13 [1]
Survival (Woodlands) Per/A - Per+3 17 [12]
Swimming HT/E - HT+0 15 [1]
Tactics IQ/H - IQ+1 15 [8]
Targeted Attack (Karate Art Exotic Hand Strike/Vitals) Tech/H - def-1 -1 [2]
Targeted Attack (Karate Art Kick/Vitals) Tech/H - def-1 -1 [2]
Targeted Attack (Karate Exotic Hand Strike/Vitals) Tech/H - def-13 -1 [2]
Targeted Attack (Karate Kick/Vitals) Tech/H - def-12 -1 [2]
Throwing DX/A - DX-1 13 [1]
Thrown Weapon (Knife) DX/E - DX+0 14 [1]
Thrown Weapon (Spear) DX/E - DX+0 14 [1]
Tracking Per/A - Per-1 13 [1]
Traps/TL10 IQ/A - IQ-1 13 [1]
Vacc Suit/TL10 DX/A - DX+1 15 [4]

Stats [265] Ads [180] Disads [-95] Quirks [-5] Skills [248] = Total [600]

Hand Weapons
1 Large Knife (Aquon Survival Blade) LC:4 $480 Wgt:1
swing Dam:2d+1 (2) cut Reach:C,1 Parry:10 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
thrust Dam:1d+3 (2) imp Reach:C Parry:10 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]
1 Small Knife (Commando Blade) LC:4 $360 Wgt:.6
swing Dam:2d (2) cut Reach:C,1 Parry:10 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
thrust Dam:1d+2 (2) imp Reach:C Parry:10 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]

Ranged Weapons
1 Blaster Carbine (Blastech EE-3) LC:2 Dam:5d (5) burn sur Acc:11+1 Range:50 / 150
RoF:3 Shots:85(3) ST:5† Bulk:-3 Rcl:1 $36800 Wgt:6.72
2 Blaster Pistol (Blastech SC-14) LC:3 Dam:3d (5) burn sur Acc:6 Range:30 / 90
RoF:3 Shots:40(3) ST:4 Bulk:-2 Rcl:1 $17600 Wgt:3.84
1 Holdout Laser (Laser Knife) LC:3 Dam:2d cr ex Acc:2 Range:20 / 60
RoF:3 Shots:22(3) ST:3 Bulk:-1 Rcl:1 $210 Wgt:.63
1 Large Knife (Aquon Survival Blade) LC:4 Dam:1d+3 (2) imp Acc:0 Range:12 / 22.5
RoF:1 Shots:T(1) ST:6 Bulk:-2 Rcl: $480 Wgt:1
1 Small Knife (Commando Blade) LC:4 Dam:1d+2 (2) imp Acc:0 Range:7.5 / 15
RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $360 Wgt:.6

Armor & Possessions
6 Blaster Pistol (Ammunition) $90 Wgt:2.0004 Location:
3 Blaster Rifle (Ammunition) $90 Wgt:2.0001 Location:
1 Heavy Leather Leggings $60 Wgt:4 Location:legs
1 Heavy Leather Sleeves $75 Wgt:1.3334 Location:arms
2 Holster, Belt $150 Wgt:.8 Location:
1 Leather Gloves $45 Wgt:0 Location:hands
1 Leather Jacket $150 Wgt:3.2 Location:arms, torso
1 Leather Pants $60 Wgt:2.0001 Location:legs, groin
1 Reinforced Boots $225 Wgt:2.4 Location:feet
1 Web Gear $50 Wgt:2 Location:

-Peace-
Permalink
Greetings,

Today we have the most dangerous crew member of the Dream: Tach Ryonn.

Often confused for a Wookie at a distance, Tach is of a lesser known species which physiologically resemble the Silverbacks of Earth's Congo. As one could predict, Wooks and Simiods do NOT play well together but both species harbour an intense disdain for Trandoshans.
Tach served in the Army of the Republic for over three centuries as a general in their special forces.
He was incarcerated after faulty intelligence resulted in the loss of his ship and the deaths of it's crew. After surviving the ordeal he returned to Republic Command and proceeded to pull apart, with his bare mitts, every officer he held responsible for the tragedy until he discovered the one ultimately responsible had, in fact, been his best friend, Lywis Wor. It's still not known if he spared Wor's life of was prevented from killing him by a barrage of stun bolts....I guess we'll never know. Ryonn was arrested but due to his service to the past service to the Republic, was spared the manditory death sentence when Lywis spoke on his behalf and tendered his resignation (something the Republic WISHED it had done nearly a decade earlier!) to have the great monkeys sentence reduced to 100 cycles in stassis.
They arrived at this number figuring most the people responsible for or present at the incident would be dead by the time Tach was released and there would be no chance of another "Great Final Hunt".
Despite a 50 cycle friendship, longer than any other person Tach had known, he never spoke to (or of) Lywis again.
He might have even considered looking for Wor but curiously enough, Ryonn met a man named Krystopher Bryce, the man responsible for finally bringing him down a century earlier. As one could imagine, the opening moments were a little "tense" but in the end, he was finally convinced that joining "The Dream" was a lot better than chasing reality. Together he would donate the largest single sum towards buying The Andoori Dream.
Although Simiods, by nature, prefer planetbound lifestyles, Tach simply wants to forget the old days and has now taken to a new life among the stars.
He respects both Bryce and Saito as all three share a rich military background and spend many hours telling tales of past exploits, each trying to top the other. Like most Simiods, he only mildy tolerates females....unless he's rutting. Consequently, he does not interact much with Case or Madigan (ALWAYS sure to give her a wide berth) but he is always sure to be polite to Tysha.

(It's never smart to alienate the only doctor who can do house calls for 20 parsecs!)

Gets aggitated whenever Doobie is around and has NOT forgiven him for making him bald last cycle. Has vowed to "get him one way or the other" but has not elaborated on exactly what he meant. The Dream has a pool currently running and 3/5th's of the crew have bet that one night, Tach will just drag Doobie out of bed....and chuck him out an airlock.
His custom Heavy Bowcaster is illegal on most civilized worlds and is capable of shooting down combat air speeders!
He has seen more years at war than the entire combined crews combat experience and no one has EVER seen Tach back down from or lose a fight:

"He doesn't really respect you until you've exchanged gunfire...."

Has not fought in a war in over 250 cycles but doesn't want to bear the disgrace of living beyond a millenia.

Name: Tach Ryonn
Race: Simiod

Attributes [329]
ST 25 [135]
DX 12 [40]
IQ 14 [80]
HT 15 [50]

HP 30 [9]
Will 13 (Will includes -1 from 'Reduced Will')
Per 15 (Perception includes +1 from 'Extra Perception')
FP 20 [15]

Basic Lift 180
Damage 2d+2/5d-1

Basic Speed 6.75
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities: Human (Alien Culture) [2]; Simiod (Native) [0].
Languages: Galactic Basic (Broken/Native) [4]; Simiod (Native/Native) [0].

Advantages [307]
Absolute Direction [5]
Artificer (2) [20]
Brachiator [5]
Claws (Sharp Claws) [5]
Cold-Adaptive Fur [3]
Combat Reflexes [15]
Cultural Adaptability [10]
Extended Lifespan (x4) [4]
Extra Perception (1) (Affects displayed Per score) [5]
Fearlessness (4) [8]
Fit [5]
High Manual Dexterity (1) [5]
High Pain Threshold [10]
Lifting ST (5) [15]
Luck [15]
Night Vision (6) [6]
Outdoorsman (1) [10]
Rapid Healing [5]
Reputation (Made the Dramune Run....TWICE!!!) (4) (10 or less; Large class) [5]
Single-Minded [5]
Social Regard (Respected) (1) [5]
Status (3) [0]
includes: +3 from 'Wealth'
Temperature Tolerance (Cold) (2) [2*]
Tough Guy (4) [20]
Versatile [5]
Wealth (Multimillionaire 2) [100]
Zeroed [10]
* = item is owned by another, point value is included in the other item.

Perks [8]
Acceleration Tolerance [1]
Dramatic Death [1]
Fearsome Stare [1]
Fur [1*]
One-Way Fluency (Huttese) [1]
Penetrating Voice [1]
Rule of 15 (Fear Checks) [1]
Sure-Footed (Uneven) [1]
Weapon Bond (Guns (Bowcaster)) [1]
* = item is owned by another, point value is included in the other item.

Disadvantages [-155]
Bad Temper (12 or less) [-10]
Berserk (Battle Rage)(6 or less) [-15]
Cannot Speak [-15]
Code of Honor (Family) [-5]
Curious (12 or less) [-5]
Honesty (12 or less) [-10]
Intolerance (Trandoshans) (One group) [-5]
Low TL (-1) [-5]
Miserliness (12 or less) [-10]
Overconfidence (12 or less) [-5]
Reduced Will (-1) (Affects displayed Will score) [-5]
Sense of Duty (Comrades) (Small Group) [-5]
Sense of Duty (Honor a Life Debt) (Large Group) [-10]
Social Stigma (Subjugated) [-20]
Stubbornness [-5]
Truthfulness (12 or less) [-5]
Vow (Never use claws in combat) (Major) [-10]
Xenophilia (Only when Rutting)(9 or less) [-10]

Quirks [-5]
Chauvinistic [-1]
Does not trust Starlaw [-1]
Likes Yazirian Ale [-1]
Proud [-1]
Will not discuss Lywis Wor [-1]

Packages [0]
Explorer (Space) [0]
Soldier (Space) [0]
Soldier - Ranger (Space) [0]
Soldier - Veteran (Space) [0]
Technician (Space) [0]

Skills [371]
Acrobatics DX/H - DX+0 12 [4]
Administration IQ/A - IQ+1 15 [4]
Airshipman/TL11 IQ/E - IQ+0 14 [1]
Animal Handling (Jandoo) IQ/A - IQ-1 13 [1]
Area Knowledge (Kashyyk) IQ/E - IQ+1 15 [2]
Area Knowledge (Jarra) IQ/E - IQ+2 16 [4]
Area Knowledge (Veridian) IQ/E - IQ+1 15 [2]
Arm Lock (Wrestling) Tech/A - def+1 15 [1]
Armoury/TL11 (Bowcasters) IQ/E - IQ+2 16 [1]
includes: +2 from 'Artificer'
Armoury/TL11 (Heavy Weapons) IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Armoury/TL11 (Melee Weapons) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Armoury/TL11 (Missile Weapons) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Armoury/TL11 (Small Arms) IQ/A - IQ+3 17 [4]
includes: +2 from 'Artificer'
Artillery/TL11 (Beams) IQ/A - IQ+0 14 [2]
Artillery/TL11 (Cannon) IQ/A - IQ-1 13 [1]
Artillery/TL11 (Guided Missile) IQ/A - IQ+0 14 [2]
Backbreaker (ST) Tech/H - def+1 23 [2]
Backbreaker (Wrestling) Tech/H - def+1 12 [2]
Beam Weapons/TL11 (Pistol) DX/E - DX+1 13 [2]
Beam Weapons/TL11 (Projector) DX/E - DX+2 14 [4]
Beam Weapons/TL11 (Rifle) DX/E - DX+3 15 [8]
Biology/TL11 (Earthlike) IQ/VH - IQ-2 12 [2]
Biology/TL11 (Hostile Terrestrial) IQ/VH - IQ-3 11 [1]
Boating/TL11 (Unpowered) DX/A - DX-1 11 [1]
Bolas DX/A - DX+0 12 [2]
Bow DX/A - DX+0 12 [2]
Brawling DX/E - DX+3 15 [8]
Broadsword (Ryyk Blade) DX/A - DX+1 13 [4]
Camouflage IQ/E - IQ+4 18 [4]
includes: +1 from 'Outdoorsman'
Carousing HT/E - HT+1 16 [2]
Cartography/TL11 IQ/A - IQ+1 15 [4]
Choke Hold (Wrestling) Tech/H - def+1 12 [2]
Climbing DX/A - DX+3 15 [4]
includes: +2 from 'Brachiator'
Computer Hacking/TL11 IQ/VH - IQ-1 13 [4]
Computer Operation/TL11 IQ/E - IQ+2 16 [4]
Computer Programming/TL11 IQ/H - IQ+0 14 [4]
Detect Lies Per/H - Per-1 14 [2]
Driving/TL11 (Landspeeder) DX/A - DX+0 12 [2]
Electrician/TL11 IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Electronics Operation/TL11 (Communications) IQ/A - IQ+0 14 [2]
Electronics Operation/TL11 (Electronic Warfare) IQ/A - IQ+1 15 [4]
Electronics Operation/TL11 (Force Shields) IQ/A - IQ+0 14 [2]
Electronics Operation/TL11 (Scientific) IQ/A - IQ+0 14 [2]
Electronics Operation/TL11 (Security) IQ/A - IQ-1 13 [1]
Electronics Operation/TL11 (Sensors) IQ/A - IQ+0 14 [2]
Electronics Operation/TL11 (Surveillance) IQ/A - IQ-1 13 [1]
Electronics Repair/TL11 (Communications) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Computers) IQ/A - IQ+2 16 [1]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Electronic Warfare) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Force Shields) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Scientific) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Security) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Sensors) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Surveillance) IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Engineer/TL11 (Combat) IQ/H - IQ+1 15 [2]
includes: +2 from 'Artificer'
Escape DX/H - DX-2 10 [1]
Explosives/TL11 (Demolition) IQ/A - IQ+1 15 [4]
Explosives/TL11 (Explosive Ordnance Disposal) IQ/A - IQ+0 14 [2]
Explosives/TL11 (Nuclear Demolition) IQ/A - IQ+1 15 [3]
Explosives/TL11 (Nuclear Ordnance Disposal) IQ/A - IQ+0 14 [2]
Explosives/TL11 (Underwater Demolition) IQ/A - IQ+0 14 [1]
Fast-Draw/TL11 (Ammo) DX/E - DX+1 13 [1]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Knife) DX/E - DX+1 13 [1]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Long Arm) DX/E - DX+3 15 [4]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Pistol) DX/E - DX+1 13 [1]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Sword) DX/E - DX+2 14 [2]
includes: +1 from 'Combat Reflexes'
First Aid/TL11 (Human) IQ/E - IQ+0 14 [1]
First Aid/TL11 (Simiod) IQ/E - IQ+1 15 [2]
Forward Observer/TL11 IQ/A - IQ+0 14 [2]
Geography/TL11 (Earthlike) IQ/H - IQ+0 14 [4]
Gunner/TL11 (Beams) DX/E - DX+1 13 [2]
Gunner/TL11 (Cannon) DX/E - DX+0 12 [1]
Gunner/TL11 (Machine Gun) DX/E - DX+1 13 [2]
Gunner/TL11 (Rockets) DX/E - DX+2 14 [4]
Guns/TL11 (Grenade Launcher) DX/E - DX+1 13 [2]
Guns/TL11 (Gyroc) DX/E - DX+2 14 [4]
Guns/TL11 (Light Anti-Armor Weapon) DX/E - DX+1 13 [2]
Guns/TL11 (Pistol) DX/E - DX+1 13 [2]
Guns/TL11 (Rifle) DX/E - DX+2 14 [4]
Hazardous Materials/TL11 (Radioactive) IQ/A - IQ+0 14 [2]
Hiking HT/A - HT+1 16 [4]
Holdout IQ/A - IQ+0 14 [2]
Intimidation Will/A - Will+5 18 [4]
includes: +4 from 'Tough Guy'
Jumping DX/E - DX+2 14 [4]
Kicking (Brawling) Tech/H - def+1 14 [2]
Knee Strike (Brawling) Tech/A - def+1 15 [1]
Knife DX/E - DX+2 14 [4]
Leadership IQ/A - IQ-1 13 [1]
Lifting HT/A - HT+1 16 [4]
Machinist/TL11 IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Mathematics/TL11 (Applied) IQ/H - IQ+0 14 [4]
Mathematics/TL11 (Pure) IQ/H - IQ-1 13 [2]
Mechanic/TL11 (High-Performance Spacecraft) IQ/A - IQ+4 18 [8]
includes: +2 from 'Artificer'
Mechanic/TL11 (Reactionless Thrusters) IQ/A - IQ+4 18 [8]
includes: +2 from 'Artificer'
Navigation/TL11 (Air) IQ/A - IQ+6 20 [8]
includes: +3 from 'Absolute Direction', +1 from 'Outdoorsman'
Navigation/TL11 (Land) IQ/A - IQ+5 19 [4]
includes: +3 from 'Absolute Direction', +1 from 'Outdoorsman'
Navigation/TL11 (Space) IQ/A - IQ+2 16 [4]
includes: +1 from 'Outdoorsman'
NBC Suit/TL11 DX/A - DX+0 12 [2]
Neck Snap (ST) Tech/H - def+1 22 [2]
Net DX/H - DX+0 12 [4]
Observation Per/A - Per+0 15 [2]
Piledriver (Wrestling) Tech/H - def+1 10 [2]
Piloting/TL11 (Aerospace) DX/A - DX+0 12 [2]
Piloting/TL11 (Glider) DX/A - DX-1 11 [1]
Piloting/TL11 (High-Performance Spacecraft) DX/A - DX+0 12 [1]
Piloting/TL11 (Low-Performance Spacecraft) DX/A - DX+1 13 [4]
Piloting/TL11 (Repulsorlift) DX/A - DX+0 12 [2]
Precision Aiming/TL11 (Guns (Gyroc)) Tech/A - def+4 14 [4]
Push Kick (Brawling) Tech/H - def+1 13 [2]
Riding (Jandoo) DX/A - DX+0 12 [2]
Running HT/A - HT+0 15 [2]
Savoir-Faire (Dojo) IQ/E - IQ+0 14 [1]
Savoir-Faire (Military) IQ/E - IQ+1 15 [2]
Scrounging Per/E - Per+2 17 [4]
Soldier/TL11 IQ/A - IQ+3 17 [12]
Spacer/TL11 IQ/E - IQ+2 16 [4]
Stamp Kick (Brawling) Tech/H - def+1 13 [2]
Stealth DX/A - DX+1 13 [4]
Streetwise IQ/A - IQ+3 17 [1]
includes: +4 from 'Tough Guy'
Survival (Arctic) Per/A - Per+2 17 [2]
includes: +1 from 'Outdoorsman'
Survival (Desert) Per/A - Per+4 19 [12]
includes: +1 from 'Outdoorsman'
Survival (Jungle) Per/A - Per+2 17 [2]
includes: +1 from 'Outdoorsman'
Survival (Radioactive Wasteland) Per/A - Per+0 15 [1]
includes: +1 from 'Outdoorsman'
Survival (Woodlands) Per/A - Per+2 17 [2]
includes: +1 from 'Outdoorsman'
Swimming HT/E - HT+1 16 [2]
Tactics (Guerilla) IQ/H - IQ+0 14 [4]
Throwing DX/A - DX+0 12 [2]
Tracking Per/A - Per+2 17 [4]
includes: +1 from 'Outdoorsman'
Traps/TL11 IQ/A - IQ+0 14 [2]
Trip (Wrestling) Tech/H - def+1 11 [2]
Uppercut (Brawling) Tech/A - def+1 15 [1]
Vacc Suit/TL11 DX/A - DX+0 12 [2]
Weather Sense IQ/A - IQ+0 14 [2]
Wrench Arm (ST) Tech/H - def+1 22 [2]
Wrench Leg (ST) Tech/H - def+1 22 [2]
Wrench Spine (ST) Tech/H - def+1 22 [2]
Wrestling DX/A - DX+2 14 [8]
Writing IQ/A - IQ+1 15 [4]

Stats [329] Ads [307] Disads [-155] Quirks [-5] Skills [371] = Total [855]

Hand Weapons
1 Broadsword (Petrified Chandi Ryyk) LC:4 $60000 Wgt:7.2
swing Dam:5d+3 (5) cut Reach:1 Parry:7 ST:10 Skill:Sword!, Broadsword, DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, Two-Handed Sword-4
thrust Dam:2d+3 (5) cr Reach:1 Parry:7 ST:10 Skill:Sword!, Broadsword, DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, Two-Handed Sword-4

Ranged Weapons
1 Heavy Pulsar Pistol (Simiod Burster) LC:2 Dam:8d (3) cr ex Acc:5 Range:40 / 120
RoF:3 Shots:165(3) ST:6 Bulk:-3 Rcl:1 $15680 Wgt:7.92
1 Personal Heavy Bowcaster LC:1 Dam:6dx4 (2) Bur Imp Acc:12 Range:240 / 720
RoF:1 Shots:50* ST:25† Bulk:-10 Rcl:2 $0 Wgt:40.8

Armor & Possessions
1 Air Mask $400 Wgt:2.4 Location:eyes, face
1 Bandolier (Holds 10 Mags) $200 Wgt:8 Location:
1 First Aid Kit (Wookie) $100 Wgt:4 Location:
10 Heavy Bowcaster Clip $2000 Wgt:40 Location:
2 Holster, Belt $400 Wgt:2.4 Location:
1 Portable Explosives Tool Kit $3600 Wgt:32 Location:
1 Scope, 4x, Thermal Imaging (Mounted to Bowcaster) $24000 Wgt:5.3 Location:
1 Shoulder Pads (Wraid Bone) $600 Wgt:12 Location:torso, arms
4 SS C-Cell $80 Wgt:4 Location:
1 Web Gear $400 Wgt:4.8 Location:
Permalink
Greetings,

The game may have its first player.

-Peace-
Permalink
Greetings,

It's possible that the game NOW has 3 possible players!
(I thought it would take MUCH longer....I'd better start writing!)

-Peace-
Permalink
Greetings,

Time for one last crew member....introducing The Dream's cheif engineer, Saito Hayabusa.

Saito is an anomaly in the far flung future....he's a natural born, unaltered human. Most human races in the Republic if not currently eugenically augmented, are the decendants of a genetically altered society. Mister Hayabusa however was born in combat....literally.
His mother (a navigator on a bulk freighter run by her family) gave birth on the bridge, at her station, in the Kiffex system....during a Hutt Raider attack. She successfully plotted an emergency hyperspace jump WHILE crowning with Saito! He was told his whole life he was born under a lucky star but Hayabusa would not see any of that luck as he grew old, faster than all around him.
He is an only son and is now 64 cycles of age and without children. After burying all his family, he watched as their freighter was seized and auctioned off by the Corperate Sector Authority. With few choices he decided to join the Academy but found he unable to afford to complete the course....despite being more competant than the bulk of the instructors at the institution.
It was then he reluctantly joined the Navy, seeing few alternatives in his future. He completed a 20 year tour of service with the Survey Scout Corps....as a lowly cook. He knew more about their ships engines than their chief engineer but found himself relegated to preparing protein congee. Retiring at 60 and with only a reduced pension to show for it (long story short: Saito LOVES saki!) he made the fateful decision to try and smuggle some kolto to Corellia with the wrong group of desperados.
When Krystopher's team boards the freighter they were tricked into thinking the crew had abandoned ship but then the smugglers ambushed and killed most of Bryce's team on the opening moments of the firefight. Never intending to join a group that would massacre men "just doing their job", Hayabusa turns on the smugglers and begins to secretly sabotage the smugglers efforts to hunt down the remaining Starlaw boarders. With his help, Bryce is able to subdue or kill the rest of the team. When it was time to file his report, Bryce reported Saito as a "civilian caught in the crossfire" but informed the old man that "he owed him" now. So, "blackmail" is how The Andoori Dream found its chief engineer.
He rarely speaks Basic and always speaks Kassite in sharp angry tones.
Thinks all women are lazy.
Only seems to "relate" to men and even then, thinks most of them are stupid.
Always makes time for saki.
Prefers the company of spacers and servicemen.
Despite being a cook, he has the most terrifying tales of things that happened to his ship during his tours. Krysopher is certain Saito is exagerating about some of them but the old man is always able to verify his claims.
Gi-san is just happy to have a job and enjoys his postion on the Dream but he always acts like its the last place he wants to be.
Makes a big deal about "safety on job" to cover-up for the fact he lost his eye due to a drunken accident.

Name: Saito "Gi-san" Hayabusa
Race: Human

Attributes [125]
ST 10
DX 12 [40]
IQ 14 [80]
HT 10

HP 11 [2]
Will 14
Per 13 [-5]
FP 11 [3]

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5.75 [5]
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities: Kassite (Native) [0]; Galactic Basic (Native) [0].
Languages: Kassite (Accented/Accented) [4]; Galactic Basic (Native/Native) [0].

Advantages [154]
Ally (50% of starting points) (9 or less) [2]
Artificer (2) [20]
Combat Reflexes [15]
Common Sense [10]
Danger Sense [15]
Fit [5]
Gadgeteer [25]
High Manual Dexterity (2) [10]
Less Sleep (4) [8]
Reputation (True Artist) (2) (All the time; Almost everyone) [10]
Single-Minded [5]
Sterile [0]
Unfazeable [15]
Unusual Background (Grew up in Annexed Space) [0]
Wealth (Comfortable) [10]

Perks [2]
Pistol-Fist (Beam Weapons (Pistol)) [1]
Sure-Footed (Naval Training) [1]

Disadvantages [-110]
Absent-Mindedness [-15]
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]
Alcoholism [-15]
Code of Honor (Soldier's) [-10]
Duty (Captain) (15 or less (almost always)) [-15]
Hard of Hearing [-10]
Loner (12 or less) [-5]
Obsession (Immortality) (Long-Term Goal) (12 or less) [-10]
One Eye [-15]
Sense of Duty (Comrades) (Small Group) [-5]
Stubbornness [-5]

Quirks [-5]
Chauvinistic [-1]
Distinctive Feature (Eye Patch) [-1]
Distractible [-1]
Likes Saki [-1]
Proud [-1]

Packages [0]
Senior Citizen (Bio-Tech) [0]
Soldier (Space) [0]
Soldier - Veteran (Space) [0]
Technician (Space) [0]
Technician - Inventor (Space) [0]

Skills [111]
Beam Weapons/TL11 (Pistol) DX/E - DX+2 14 [4]
Beam Weapons/TL11 (Rifle) DX/E - DX+1 13 [2]
Computer Operation/TL11 IQ/E - IQ+1 15 [2]
Cooking/TL11 IQ/E - IQ+1 15 [2]
Driving/TL11 (Landspeeder) DX/A - DX+0 12 [2]
Electrician/TL11 IQ/A - IQ+1 15 [1]
includes: +2 from 'Artificer'
Electronics Operation/TL11 (Force Shields) IQ/A - IQ+0 14 [2]
Electronics Operation/TL11 (Sensors) IQ/A - IQ+0 14 [2]
Electronics Repair/TL11 (Communications) IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Computers) IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Electronic Warfare) IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Force Shields) IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Security) IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Electronics Repair/TL11 (Sensors) IQ/A - IQ+2 16 [2]
includes: +2 from 'Artificer'
Engineer/TL11 (Combat) IQ/H - IQ+1 15 [2]
includes: +2 from 'Artificer'
Engineer/TL11 (High-Performance Spacecraft) IQ/H - IQ+2 16 [4]
includes: +2 from 'Artificer'
Engineer/TL11 (Low-Performance Spacecraft) IQ/H - IQ+1 15 [2]
includes: +2 from 'Artificer'
Explosives/TL11 (Nuclear Ordnance Disposal) IQ/A - IQ+0 14 [2]
First Aid/TL11 (Human) IQ/E - IQ+1 15 [2]
Hazardous Materials/TL11 (Radioactive) IQ/A - IQ+0 14 [2]
Intelligence Analysis/TL11 IQ/H - IQ+0 14 [4]
Interrogation IQ/A - IQ+1 15 [4]
Intimidation Will/A - Will+1 15 [4]
Knife DX/E - DX+0 12 [1]
Leadership IQ/A - IQ-1 13 [1]
Mathematics/TL11 (Applied) IQ/H - IQ-1 13 [2]
Mechanic/TL11 (Repulsorlift) IQ/A - IQ+3 17 [4]
includes: +2 from 'Artificer'
Mechanic/TL11 (High-Performance Spacecraft) IQ/A - IQ+4 18 [8]
includes: +2 from 'Artificer'
Mechanic/TL11 (Low-Performance Spacecraft) IQ/A - IQ+3 17 [4]
includes: +2 from 'Artificer'
Mechanic/TL11 (Reactionless Thrusters) IQ/A - IQ+4 18 [8]
includes: +2 from 'Artificer'
Savoir-Faire (Military) IQ/E - IQ+2 16 [4]
Scrounging Per/E - Per+2 15 [4]
Soldier/TL11 IQ/A - IQ+3 17 [12]
Spacer/TL11 IQ/E - IQ+1 15 [2]
Swimming HT/E - HT+1 11 [2]
Throwing DX/A - DX+0 12 [2]
Vacc Suit/TL11 DX/A - DX+0 12 [2]

Stats [125] Ads [154] Disads [-110] Quirks [-5] Skills [111] = Total [277]

Hand Weapons

Ranged Weapons
1 Blaster Pistol (Blastech SC-14) LC:3 Dam:3d (5) burn sur Acc:5 Range:30 / 90
RoF:3 Shots:200(3) ST:4 Bulk:-2 Rcl:1 $4400 Wgt:1.92

Armor & Possessions
2 Blaster Pistol (Ammunition) $120 Wgt:.8 Location:
1 Computer¸ Wearable $3000 Wgt:1.6 Location:
1 Holster¸ Belt $25 Wgt:.5 Location:
1 Insect-Bot* (TL12) $8250 Wgt:13.334 Location: W1-F1
1 Leather Gloves $180 Wgt:0 Location:hands
1 Nanoweave Bodysuit $1350 Wgt:4.0002 Location:body, limbs
1 Ordinary Clothes $1350 Wgt:1.3334 Location:
1 Personal Basics (Spacer's Kit) $10 Wgt:1.2 Location:
1 Portable Mechanic Tool Kit $600 Wgt:20 Location:
1 Reinforced Boots $225 Wgt:2.4 Location:feet
1 Respirator $450 Wgt:2.0001 Location:eyes, face
1 Web Gear $75 Wgt:1.3334 Location:
Permalink
Greetings,

We are back down to two players but all indications look good that we might have a third before long.
I may be lurking.

-Peace-
Permalink
Greetings,

I know I said I'd be on skype tonight Richard but apparently it has vaped my password and now I have to wait like 6 hours for an emergency pass to change my account details. Hopefully it will resolve sooner but just in case it doesn't I will be online tomorrow to see if we can resolve your java issue.
I may be lurking.

-Peace-
Permalink
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