Hopefully Epic Non-Cannon Star Wars Game

Started by Urbanzorro, February 16, 2012, 08:33:00 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Latooni Subota

I have fleshed out character concepts for a Smuggler, Bounty Hunter, Slicer, and a couple other things that would all be fun here. XD

Would it be okay to have say, a pair of smugglers working together on the same ship? or a pair of bounty hunters that team up and split bounties? After all, a lot of the cooler ships out there that aren't starfighters do need at least 2 people to crew them at maximum efficiency :3
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

Bayushi

Quote from: Rhaegar14 on February 20, 2012, 07:01:57 AM
I'm afraid I beat you to that a few posts up, but considering our only Jedi just dropped out on account of the roleplay having the potential for non-con, I may switch.
My character concept is Jedi.

I could use the help. ^^

Marie Reynolds

So My concept would be unaffiliated but is not already listed so i wanted to check. Would be a roving Merchant Prince/Princess. Also want to be sure that a Chiss from a Family was Exiled. So i hope that would fit and also give me the opportunity to have character wonder in an out when the navy drags me away.

Urbanzorro

#28
Ta-Da! The Post is here!

Here's the character sheet


[b]Player's Name[/b]

[b]Image[/b]

[b]Character's Name[/b]

[b]Character's Species[/b]

[b]Character's Age[/b]

[b]Biography[/b] At least 2 paragraphs, If you are playing a Jedi or Sith please explain how they managed to survive Order 66/The Purge

[b]Equipment(Explained a bit lower)[/b] Droids, and starships, weapons, ect. Please describe and/or provide pics for droids and starships and also list all freeform/non systemic items at the beginning of each list.
[b]Force Power(Explained lower)[/b]

[b]Force Skill(Explained lower)[/b]

[b]Force Abilities (explained lower)[/b]




As well as everything you'll need for character creation.

Beware, much longer than it seems.... This post is

;D (I couldn't resist)

The Force (With Regards To Our Game)
The Force
Since The Force is going to/can play a very important part in the game for some characters. An explanation of how it will work in our game is needed. A character's strength in The Force will be measured by 2 ratings. They are 

Force Power: The measure of how easily your character can tap into The Force. This does not constitute how skilled they are at using The Force. The best metaphor is that this is the amount of water that is in their well, not how skilled they are at drawing water from their well. There are 5 different levels of Force Power

Level 1 None Characters at this level have no real ability to tap into The Force

Level 2 Low Characters at this level are able to tap into The Force with effort. In earlier times beings with this level of power would come to the attention of The Jedi Order, but would not be able to truly use the force without being inducted into The Jedi training program. Their connection to The Force manifests itself as "luck,"  "good instincts," and "quick reflexes" without proper training.

Level 3 Moderate Characters at this level have a strong connection to The Force. They have the potential to truly use The Force with or without training. The 'average' Jedi Knight or Sith Apprentice normally possessed this level of power.

Level 4 High Level 4 beings are truly blessed by The Force, they have an exceptional ability to tap into it's power and wield it as they wish. This is the power level that beings such as Mace Windu, Obi-Wan Kenobi, and Luke Skywalker possessed.

Level 5 Very High(Requires GM's Permission) Very few beings in all of galactic history have had a connection to The Force that is strong enough to be ranked at Level 5. The amount of energy they can tap into is near limitless. To compare Level 5 beings to the likes of Yoda, Darth Vader, and Palpatine would not be an overstatement.


&

Force Skill Represents the amount of control with witch a character wields their power.  This can best be described as how well they can drive their car, not how fast the car can go.
(Players with a Force Power of Level 1 need not worry about Force Skill)


Level 1 Low Character's at Level 1 have received no formal training. What they know of using the Force has simply come from their experiences in life thus far.

Level 2 Moderate Characters at Level 2 have received some training by another Force user, they can best be compared to Padawans of the old Jedi Order

Level 3 High Characters at Level 3 have completed both basic and advanced levels of training, were these earlier times they would have already passed the Jedi trials and been granted the title of Jedi Knight.

Level 4 Very High(Requires GM's permission) Jedi and Sith Masters are the only beings who can claim Level 4 skill.


Equipment & Abilities


Ok, so given the VAST amount of different pieces of weaponry, armor, and abilities within the galaxy. It's a bit impractical (and far too cramping on creativity) to really limit what different items your characters can have. That having been said some form of balancing needs to be employed. SO I will be making a short list of different BIG things that player's can select. Each player will be given 30 points 'purchase' these items with. Each item on this list will have a description of what it is(and encompasses), it's cost (in points), and any requirements that need to be met to be able to use it. Anything not on the list (other than Force abilities) such as blaster pistols, body armor, jet packs, etc. should be considered addable in a freeform manner ;D (though please keep things realistic) So with out further filibustering on my part here is the list....



Force Power & Force Skill
Force Power
The measure of how easily your character can tap into The Force. This does not constitute how skilled they are at using The Force. The best metaphor is that this is the amount of water that is in their well, not how skilled they are at drawing water from their well. There are 5 different levels of Force Power

  • Level 1 None Characters at this level have no real ability to tap into The Force
    Effect: Character's have no connection to The Force, Character has 5 additional points to spend raising their total purchasing points to Unknown#(That's right, not being in tune with The Force actually does have a benefit!)
    Cost: 0
    Requirements: None

  • Level 2 Low Characters at this level are able to tap into The Force with effort. In earlier times beings with this level of power would come to the attention of The Jedi Order, but would not be able to truly use the force without being inducted into The Jedi training program. Their connection to The Force manifests itself as "luck,"  "good instincts," and "quick reflexes" without proper training.
    Effect: Character's connection to The Force is as strong as described above.
    Cost: 2
    Requirements:None

  • Level 3 Moderate Characters at this level have a strong connection to The Force. They have the potential to truly use The Force with or without training. The 'average' Jedi Knight or Sith Apprentice normally possessed this level of power.
    Effect: Character's connection to The Force is as strong as described above.
    Cost:3
    Requirements:None

  • Level 4 High Level 4 beings are truly blessed by The Force, they have an exceptional ability to tap into it's power and wield it as they wish. This is the power level that beings such as Mace Windu, Obi-Wan Kenobi, and Luke Skywalker possessed.
    Effect: Character's connection to The Force is as strong as described above.
    Cost:4
    Requirements:None

  • Level 5 Very High(Requires GM's Permission) Very few beings in all of galactic history have had a connection to The Force that is strong enough to be ranked at Level 5. The amount of energy they can tap into is near limitless. To compare Level 5 beings to the likes of Yoda, Darth Vader, and Palpatine would not be an overstatement.
    Effect: Character's connection to The Force is as strong as described above.
    Cost: 5
    Requirements:GM's permission
    Effect: Character's skill with The Force is as strong as described above.
    Cost:
    Requirements:






Force Skill
Represents the amount of control with witch a character wields their power.  This can best be described as how well they can drive their car, not how fast the car can go.
(Players with a Force Power of Level 1 need not worry about Force Skill)

  • Level 1 Low Character's at Level 1 have received no formal training. What they know of using the Force has simply come from their experiences in life thus far.
    Effect: Character's skill with The Force is as strong as described above.
    Cost: 1
    Requirements: None
  • Level 2 Moderate Characters at Level 2 have received some training by another Force user, they can best be compared to Padawans of the old Jedi Order
    Effect: Character's skill with The Force is as strong as described above.
    Cost: 3
    Requirements: None
  • Level 3 High Characters at Level 3 have completed both basic and advanced levels of training, were these earlier times they would have already passed the Jedi trials and been granted the title of Jedi Knight.
    Effect: Character's skill with The Force is as strong as described above.
    Cost: 4
    Requirements: None
  • Level 4 Very High(Requires GM's permission) Jedi and Sith Masters are the only beings who can claim Level 4 skill.
    Effect: Character's skill with The Force is as strong as described above.
    Cost: 5
    Requirements: GM's permission

Universal Force Powers
Universal Force Powers
All of the selections under the Universal Force Powers heading can be taken by any character that meets the requirements.

Force Sense:
Effect:
Cost: 1
Requirements: Force Power of 2 or higher

Farsight:
Effect:
Cost: 4
Requirements: Force Sense, Force Power of 3 or higher, Force Skill of 3 or higher

The Art of Movement: Higher form of movement powered by The Force which allows users to move faster than normal, as well as in ways that would normally be impossible.
Effect: Characters are able to perform all forms of advanced movement which are assisted by The Force. I.E. Force jump, Force speed, etc.
Cost:  1
Requirements:  Level 2 or higher Force Power, Level 1 or higher Force Skill

Telekinesis: An ability that most Force-sensitive beings have. With it they are able to lift objects, according to their concentration and move them in any direction. This ability is the base of Force Pull, Force Push, as well as telekinetic lightsaber techniques.
Effect: Characters are able to perform all forms of Telekinetic action associated with the force. With the exception of Force Push/Pull.
Cost: 2
Requirements: Level 2 or higher Force Power, Level 1 or higher Force Skill

Force Push/Pull: Derivatives of Telekinesis, Force Push and Force Pull are powers used to violently shove other beings, as well as objects, in a desired direction. An average humanoid will normally be sent flying in the respective direction if they are the victim of a Force Push or Force Pull
Effect: Characters are able to perform Force Push and Force Pull on other beings and objects.
Cost: 1
Requirements: Telekinesis, Level 2 or higher Force Power, Level 2 or higher Force Skill

Force Deflection: A force power used by Jedi and Sith when unarmed. It allows the user to stop incoming projectile attacks via The Force. But this ability takes much skill in the Force to use and does not offer the chance to reflect incoming attacks at the attacker.
Effect: Characters are able to stop some incoming ranged attacks with The Force
Cost: 3
Requirements: Telekinesis, Level 3 or higher Force Power, Level 3 or Higher Force Skill

Mind-tricks: A spectrum of Force powers which influence the thoughts of sentient creatures, most commonly used to coerce into agreement by suggestion through voice manipulation or to cause one to reveal information.
Effect: Character is able to perform all forms of the ‘Jedi Mind Trick”
Cost: 2
Requirements:  Level 2 or higher Force Power, Level 2 or higher Force Skill

Animal Friendship:  Also referred to as Beas Control or Beast Tricks, this Force ability allows the user to control a nearby animal. Once claimed the animal can be used as a mount or guard beast. 
Effect: Characters are able to tame wild beasts (to be controlled by the player once they are tamed, limited to one beast at a time)
Cost:  4
Requirements: Mind-Tricks, Level 3 or higher Force Power, Level 3 or higher Force Skill

Shatterpoint : A complex Force phenomenon, perceivable only by an unknown innate talent or immense focus and concentration on the part of the Force user.  Shatterpoints are akin to fault lines, and adept Force users can perceive these faults through the Force allowing their attacks to occasionally cause damage that is disproportionate to the strength of the attack.
Effect: Character is able to occasionally land devastating blows (times when this is possible to be dictated by the GM)
Cost: 5
Requirements: Force Power of 3 or higher



Jedi Unique Force Powers
Jedi Force Powers
Selections under the Jedi Force Powers heading are only selectable by Jedi characters. They represent the powers taught by the Jedi order and are divided into different ‘classes’ of powers.

Control
Control powers focus on a Jedi’s ability to control The Force within themselves, these powers tend to focus on being used to aid the Jedi, aid others, or combat the Dark Side of The Force.

Force Flash: A force power which allows the Force-user to produce an unnatural flash of bright light, temporary blinding his opponents.
Effect: Grants your character the ability to create a bright flash of light useful for momentarily disorienting their foes.
Cost: 1
Requirements: Mind Tricks, Level 2 or higher Force Power, Level 2 or higher Force Skill

Force Light: A light-side Force power used by Jedi against a darksider,to weaken the darksider's connection to the Force.
Effect: When this ability is used, your character is able to lower the effectiveness of Dark Side Force powers for a short time.
Cost: 2
Requirements: Force Flash, Level 2 or higher Force Power, Level 2 or higher Force Skill

Force Illusion: A force power which allows the user to project an image into the minds of beings within range, of anything from a pillar of fire to a horde of snarling monsters to a fleet of warships, depending on the range. Though powerful, it is not without its drawbacks. Chief among them is that it has absolutely no effect on any mind that isn't organic, such as droids and other AI, and has a greatly reduced (or almost nonexistent) effect on Force users. In addition to this, these illusions hold no true corporal form meaning that contact with other objects(such as weapons/weapon blasts) or creatures easily gives away the illusion.
Effect: Allows its user to create illusions which appear real but are unable to physically interact with the world.
Cost: 3
Requirements: Force Light, Level 3 or higher Force Power, Level 3 or higher Force Skill

Force Blindness: A light side Force power. Which upon use creates a blinding flash of energy emanated from a user's hand, manifesting as a flash of light that overloads a target's vision, causing temporary blindness.
Effect: Allows the user to fully blind NPCs for a short time.
Cost: 4
Requirements: Force Illusion, Level 3 or higher Force Power, Level 3 or higher Force Skill

Force Body: A Force technique which allows the user to push their body's endurance past a safe limit, ignoring and possibly sacrificing their health and well-being, in order to sustain their current activity.
Effect: Upon use, for a moderate time, your character is MUCH harder to stop. Repeated usage of this power can have serious negative consequences(to be determined by the GM with the involved character's player's permission)
Cost: 3
Requirements: Telekinesis, Level 2 or higher Force Skill. Level 2 or higher Force Power

Force Absorb: A technique taught to Jedi Initiates within the Jedi academy throughout the history of the Order. his ability could eliminate the harmful effects of other energy based Force powers such as Force lightning. With additional effort, after absorbing a Force power the user could utilize the absorbed energy to heal his or her wounds
Effect: Occasionally your character will be able to absorb in coming Force attacks (if used to frequently the ability may disastrously fail notification of such an event will be given by the GM)
Cost: 3
Requirements: Force Body, Level 2 or higher Force Power, Level 3 or higher Force Skill

Force Heal: A power used by Jedi to diagnose and treat the ailments of themselves and others.
Effect: Allows your character to heal themselves or others of all minor and most moderate injuries.
Cost:  4
Requirements: Force Absorb, Level 3 or higher Force Power, Level 3 or higher Force Skill

Force Weapon: A force ability that allows the user to imbue an unpowered weapon with the Force for a period of time. By channeling energy into the weapon, it allowed the wielder to strake and do more damage that the weapon’s simple appearance would suggest.
Effect: Allows your character to channel the Force into objects, allowing them to be used to block lightsaber strikes. The object must be in the hand(s) of your character.
Cost: 5
Requirements: Force Heal, Level 4 or higher Force Power, Level 4 or higher Force Skill

Protection Bubble
Effect: Allows your character to create a bubble of protective energy around themselves (and those near by them), those inside the bubble are less likely to be struck by ranged attacks such as blaster bolts and projectile rounds.
Cost: 3
Requirements:  Force Deflection, Level 3 Force Power, Level 3 Force Skill


Armor of Light:
Effect: Allows the Jedi to encase themself in the light side of the Force which acts as a form of armor protecting the Jedi from most light attacks and offering some protection from lightsaber strikes.
Cost:  5
Requirements: Protection Bubble, Level 4 Force Power, Level 4 Force Skill

Alter
Alter powers focus on a Jedi’s ability to control and influence The Force in others. They tend to focus on affecting the state of other beings. In order to paralyze and disable opponents rather than outright killing them.

Droid Disable: A skill which allowed the user, through the Force, to tamper with the delicate wiring and circuitry within most droids.
Effect: Allows your character to use the Force to deactivate minor droid NPCs, is not effective vs major NPC characters or player characters.
Cost: 2
Requirements: Telekinesis, Level 2 or higher Force Skill, Level 2 or higher Force Power 

Force Stun: A Force power that can temporarily deaden the senses and perceptions of a targeted enemy. It is often used when a Jedi wishes to disable an enemy long enough to flee from or apprehend them without the use of lethal force.
Effect: Allows the user to stun their enemy with the Force, slowing their target’s reaction times and even stopping the weak-minded in their tracks.
Cost:  2
Requirements: Mind-Tricks, Level 2 or higher Force Power, Level 2 or higher Force Skill

Force Stasis: A more potent version of Force Stun. This ability allows a Jedi to use the Force to send their enemy into a near-catatonic and in effect freezing that person in place.
Effect: Allows the character to stop any NPC (Except Major NPCs) in their tracks.
Cost:  4
Requirements: Force Stun, Level 3 or higher Force Power, Level 3 or higher Force Skill

Morichro: A powerful, but potentially dangerous technique of the Force. Morichro was primarily used to achieve a state of near suspended animation for meditation. But it could also be used to subdue enemies. Though unless used on others with care, Morichro was known to send a Jedi’s targets into a permanent state of unconsciousness.
Effect: Allows the user to send minor NPCs into a comatose state, and to stop all Major NPCs (Except those who are strong in the Force) in their tracks.
Cost:  5
Requirements: Force Stasis, Level 4 or higher Force Power, Level 4 or higher Force Skill

Dark Jedi Unique Force Powers
Dark Jedi Force Powers
Selections under the Dark Jedi Force Powers heading are only selectable by Dark Jedi.

Corruption 
These powers represent the corruption of powers and abilities normally taught in by the Jedi Order. They tend to be darker reflections of Jedi powers as the Dark Side effects a Dark Jedi’s skills and tend to focus on being unrestricted uses of a Jedi’s power in the force.

Force Fear: A Dark Side power, and the dark reflection of Mind Tricks, Force Fear allows the wielder to strike directly at the deepest parts of their enemy’s mind. Causing an uncontrollable fear that can wreak havoc with the target’s capabilities.
Effect: Allows the user to project their enemies’ greatest fears into their mind. Minor NPCs will be overcome by these fears and react as if they were real. Major NPCs and Player Characters will find their focus harder to achieve as they must also deal with their fears.
Cost:  1
Requirements: Mind-Tricks, Level 2 or higher Force Skill, Level 2 or higher Force Power

Force Slow: A Dark Side power which clouds the target’s mind and slows their nerve endings, causing them to slow down physically.
Effect: Enemy’s who have this power used on them find themselves moving slower than they are able to do.
Cost: 2
Requirements: Telekinesis, Mind-Tricks, Level 2 or higher Force Power, Level 2 or higher Force Skill

Force Drain: A Force ability which allows a Dark Sider to siphon off the vitality of their targets, often killing all but the strongest organisms.
Effect: Allows the user to drain others of their life force in order to heal themself. When in close proximity to their target. Minor NPCs will die from having this ability used on them, Major NPCs and Player Characters will find themselves feeling physically drained by this ability but will not die. 
Cost: 3
Requirements:  Level 3 or higher Force Power, Level 3 or higher Force Skill 

Drain Knowledge: A Dark Side ability used to extract knowledge out of a sentient without his or her consent. Drain Knowledge disrupts the Force to steal deep memories and information in a violent and merciless way.
Effect: Allows the user to remove information from the minds of all NPCs, with the exception of those strong in the ways of the Force.
Cost: 2
Requirements: Force Drain, Level 3 or higher Force Power, Level 3 or higher Force Skill

Disguise Aura: A power used by skilled Force sensitive’s to hide their alignment with the Dark Side of the Force. Those who are skilled in this ability can at will project an aura of the Light Side of the Force maing it seem as if they have not fallen to the Dark Side.
Effect: Allows the user to hide their affiliation to the Dark Side from those who would sense it in the Force.
Cost: 2
Requirements: Mind-Tricks, Level 3 or higher Force Power, Level 3 or higher Force Skill

Force Scream: A Dark Side Force power. It is a scream of strong frustration, rage, or grief which is emitted through the Force. It is capable of smashing through mental and physical defenses.
Effect: Characters are able to damage those around them when screaming or yelling during an extremely emotional moment.  This ability cannot be aimed and damages everyone/thing around the character.
Cost: 2
Requirements:  Level 2 or higher Force Power, Level 1 or higher Force Skill

Force Choke: An attack via the Force that is used to crush a living being's throat, in effect choking them.
Effect: Allows the user to choke others through the force. This ability can be used to kill Minor NPCs
Cost: 2
Requirements: Telekinesis, Level 2 or higher Force Power, Level 3 or higher Force Skill 

Kinetite: A sphere of restrained kinetic energy which could be thrown at an enemy. The ball was fist-sized and could batter down most obstacles in its path.
Effect: Allows the user to deliver a ball of blunt force that can kill Minor NPCs outright as well as blast away walls, light vehicles, and small buildings.
Cost: 2
Requirements: Force Choke, Force Push/Pull, Level 3 or higher Force Power, Level 3 or higher Force Skill

Force Malestrom: a devastating combination of the Force powers of Telekinesis, and Force Lightning. Any loose objects/persons around the are made to swirl around the through the air with telekinesis. And finally, the user blasts them with Force Lightning.
Effect: Allows the user to create a small tempest of wind and Sith Lightning which lifts up others, as well as inanimate objects, and blasts them with Sith Lightning.
Cost: 5
Requirements: Kennite, Sith Lightning, Level 4 or higher Force Power, Level 3 or higher Force Skill

Temptation
These powers represent the Dark Jedi’s exploration of knowledge that was previously forbidden to them. They are strongly influenced by Sith teachings and on occasion are actual Sith techniques. They tend to focus on causing pain and harm to one’s enemies.

Deadly Sight: By focusing the user's hatred into deadly energy. Darksiders could inflict pain and injury upon their foes merely by looking at them, causing victim's body to burn and smoke as they died
Effect: Allows the user to kill Minor NPC’s by looking at them while using this power. This power injures anyone who is looked at during it’s use. Even allies.
Cost: 2
Requirements: Level 3 or higher Force Power, Level 2 or higher Force Skill

Sith Lightning: A well Known Force ability, most often used by the Sith. It is a purely offensive, energy-based attack that channels Force energy down the user’s limbs, hurling arcing bolts of electricity from the wielder’s fingertips or palms at the user’s targets. 
Effect: Character’s are able to use Sith Lightning to its full effect.
Cost: 4
Requirements: Deadly Sight, Level 3 or higher Force power, Level 3 or higher Force Skill

Torture by Chagrin: A Force Power which consisted of mentally reaching into the victim's mind, and forcing them to relive all the worst memories of their life, both painful ones and ones that were merely embarrassing, over and over and over again to the point where it almost seemed to cause physical pain
Effect: Allows your character to torture other’s with their own shameful memories when not in combat. Such as when an enemy is taken prisoner. 
Cost: 3
Requirements: Mind-Tricks, Level 3 or higher Force Power, Level 3 or higher Force Skill

Mind Control: A much more invasive version of Mind Trick which allows the user complete control of the mind of the victim’s mind. Though its effect on members of certain species with an innate immunity to mind tricks (such as Hutts or Toydarians) is unconfirmed.
Effect: Allows the user to control the minds of most Minor and very few Major NPCs while in close proximity to them. Does not work on player characters.
Cost: 5
Requirements: GM’s Permission OR Learned In Game

Sith Unique Force Powers
Sith Force Powers

The Way of The Sith
These are the Sith’s force techniques. They are focused on the destruction of one’s enemies and the preservation of one’s self.


Force Choke:  This was an attack via the Force that was used to crush a living being's throat, in effect choking them.
Effect: Allows the user to choke others through the force. This ability can be used to easily kill Minor NPCs
Cost: 1
Requirements: Telekinesis, Level 2 or higher Force Power, Level 2 or higher Force Skill 

Force Crush: Perhaps one of the most violent Force abilities known, this deadly technique lifts the target into the air and, as it is floating, they are crushed by the Force.
Effect: Allows the user to crush large inanimate objects with the force, as well as most Minor NPCs
Cost: 2
Requirements: Force Choke, Level 3 or higher Force Power, Level 2 or higher Force Skill

Sith Lightning: A well Known Force ability, most often used by the Sith. It is a purely offensive, energy-based attack that channels Force energy down the user’s limbs, hurling arcing bolts of electricity from the wielder’s fingertips or palms at the user’s targets. 
Effect: Character’s are able to use Sith Lightning to its full effect.
Cost: 2
Requirements: Level 3 or Higher Force Power, Level 2 or Higher Force Skill

Spear of Midnight Black: A dark side Force power which enables the user to summon the Force and forge with it a spear from dark side energies which can be hurled at opponents, killing or injuring them as if it were a real, physical spear.
Effect: Allows the user to attack the enemy in the above stated fashion. This ability acts as a normal spear would when thrown.
Cost: 4
Requirements: Telekinesis, Level 3 or higher Force Power, Level 3 or higher Force Skill 

Essence Transfer: A radical dark side Force power used to transfer a person's consciousness into another body. Sith Lords use this technique to cheat death again and again, in order to continue their reign of terror.
Effect: Allows the user to transfer their life essence into a new body (preferably a cloned one) if they should die.
Cost: 5
Requirements: GM’s Permission OR Learned In Game


Thought Bomb: A Sith ability that through the focused willpower of a Sith Lord unleashes the full volatility of the dark side of the Force. When detonated, a thought bomb decimates every being caught within its blast radius, killing most, but does no damage to non-living targets. The cost of such power is steep, as the ability also takes the life of its user.
Effect: Deals large amounts of damage to everyone within a large proximity of the ability’s usage. Kills all Minor NPCs and nearly all Major NPCs, also seriously harms Player Characters. Causes the Death of the user.
Cost: 5
Requirements: GM’s Permission OR Learned In Game


Sith Magic
The ancient art of Sith Magic, these powers are meant to be pure expressions of the Dark Side of the Force they focus on twisting the Force to their user’s will with little or no regard to the natural order of things.

Cloak of Darkness: When this power is properly applied and maintained, a Sith Lord can mask their own dark signatures. Allowing them to appear completely benevolent to even the most powerful and alert Jedi. Hiding not only their allegiance to the Dark Side but even their connection to the Force entirely.
Effect: Allows the user to appear as not being connected to the Force when interacting with those who would normally be able to sense such a connection
Cost: 2
Requirements: Mind-Tricks, Level 2 or higher Force Power, Level 2 or higher Force Skill 

Dark Illusion: The Dark Side reflection of Force Illusions. This power creates Dark Side Force manifestations, that when conjured through Sith magic, create visible, lifelike astral projections of whatever the conjurer desires.
Effect: Allows its user to create illusions which appear real but are unable to physically interact with the world.
Cost: 2
Requirements: Cloak of Darkness, Level 3 or higher Force Power, Level 3 or higher Force Skill


Memory Rub: A Force technique allow an individual to use the Force to alter or erase the memories of another.
Effect: Allows the user to read, manipulate, remove, and alter the memories of Minor and Major NPCs when not in combat. Such as when an enemy is taken prisoner.
Cost: 3
Requirements: Mind-Tricks, Level 3 or higher Force Power, Level 3 or higher Force Skill

Bolt of Hatred: The ability to form iridescent bolts of pure hatred. When hurled at their enemies, the victim suffers from extreme agony as the voices of a thousand wretched souls scream within their minds.
Effect: Allows the user to attack their enemy with a blast of pure hatred. Causing immense pain in Major NPCs and Player Characters and disabling most Minor NPCs
Cost: 3
Requirements: Level 3 or higher Force Power, Level 1 or higher Force Skill

Aura of Darkness: With this ability a Sith is able to create waves of darkness, that radiated outward from the Sith in a spherical aura. Individuals caught within it's radius noticed that the area around them—whether within the confines of a building or outside in the skies above—became visibly immersed in darkness.
Effect: Allows the user to create an Aura of Darkness around them when in combat this aura is demoralizing and may often cause NPCs to flee in fear and terror.
Cost: 3
Requirements: Level 3 or higher Force Power, Level 2 or higher Force Skill

Sith Metallurgy:  Primarily used to enhance the strength of weapons and armor (such as the famous Sith swords) as well as to create amulets which enhance the powers of those who use the Dark Side of the Force.
Effect: Allows the user to create Sith Armor, Sith Swords, and Sith Amulets which increase the power of the Darkside abilities of the wearer. They can also slowly corrupt Light Side Force users who wear or wield them.
Cost: 4
Requirements: Telekinesis, Force Sense, Level 3 or higher Force Power, Level 3 or higher Force Skill 

Distort Life: This power is used to genetically engineer and enhance species, making them more dangerous and easier to control by the Sith Lords
Effect: Allows the user to create a warped creature with the Dark Side, or several (between 3-7) lesser creatures. A single creature acts as a Major NPC under the control of the player. Several creatures act as minor NPCs under the control of the player. In each case the NPCs must remain near their creator.
Cost: 5
Requirements: Sith Metallurgy, Level 4 or higher Force Power, Level 3 or higher Force Skill

Universal Items
Universal Items(non Imperial)
These items are available to all non-Imperial characters.

Starfighter Class Starship: Starfighter was a small, maneuverable spacecraft designed for military combat. hese light craft were designed to carry out attacks on sensitive installations and targets that required immense precision. (It should be noted that Boba Fett's ship 'Slave I' is considered a starfighter)
Effect: Characters have their own personal starship of the above stated class, allowing them to travel from planet to planet and system to system without relying on anyone else. Characters are able to upgrade their personal starship
Cost: 2
Requirements:  None

Transport Class Starship: A transport was a small or medium sized spacecraft or other such craft commonly used for short cargo (or smuggling) runs that didn't require the use of a bulky freighter. (It should be noted that The Millennium Falcon COULD be considered a Transport Class size ship)
Effect: Characters have their own personal starship of the above stated class, allowing them to travel from planet to planet and system to system without relying on anyone else. Characters are able to upgrade their personal starship
Cost: 3

Light Freighter Class Starship: Spacecraft used for small freight operations. They were popular choices for small shipping firms, independent haulers and smugglers for their low cost, ease of customization and a ubiquitous nature that helped avoid unwanted attention. (It should be noted that The Millennium Falcon COULD be considered a Light Freighter Class size ship)
Effect: Characters have their own personal starship of the above stated class, allowing them to travel from planet to planet and system to system without relying on anyone else. Characters are able to upgrade their personal starship
Cost: 3

Corvette Class Starship: They were typically small, fast, maneuverable and relatively lightly-armed. Generally large enough to be considered a capital ship but smaller than a frigate, corvettes filled a variety of roles that ranged from picket duty within large fleets to system defense and convoy escort. Corvettes filled a comparatively inexpensive gap in the capital ship range of rebel, pirate, smuggler , and mercenary fleets and armadas. They were suitable for dealing with any ships smaller than themselves, and though they were not effective against larger ships unless possessing superior numbers, many were famous for outrunning and escaping them, thanks to their exceptional speed and maneuverability for a capital ship. (I should be noted that Rebel Blockade Runners were Corvette Class ships)
Effect: Characters have their own personal starship of the above stated class, allowing them to travel from planet to planet and system to system without relying on anyone else. Characters are able to upgrade their personal starship
Cost: 5

Astromech Droid:a type of droid that serves as automated mechanics, performing a variety of repair duties and often serving as adjuncts or substitutes for nav computers on smaller starships. They were also able to use the mainframe of a larger ship to their advantage.
Effect: Your Character owns an Astromech Droid (of any model to be controlled by the player)
Cost: 3

Escape Pods: Small escape craft for use in escaping a doomed ship in times of emergency.
Effect: Should the character's ship be destroyed, said character is able to escape via an escape pod or ejection seat before the ship explodes.
Cost: 2
Requirements: Character must possess a ship

Hold Out Blaster: Small, palm-sized blasters that can be easily concealed.
Effect: Even when your character is checked for weapons, and has their weapons removed (such as being frisked/scanned before meeting a crime boss) they are able to carry their hold out blaster which is never detected.
Cost: 2

Underworld Contacts: Sometimes knowing the right barkeep is worth more than all the intelligence briefs in the galaxy.
Effect: Your character will occasionally receive information from Anti-Imperial sources(via PMs)
Cost: 3

Protocol Droid: A type of droid designed to assist sentients in their relations with one another and programmed mostly for etiquette, they are often used as translators between sentients or between sentients and computers.
Effect: Your character has a protocol droid (controlled by the player). Which allows them to understand and communicate with any species in the galaxy without any effort.
Cost: 2

Imperial Agent Unique Items
Imperial Agent Items
These Items are available only to Imperial Agents

False Reputation/Identity: A lack of any traceable connection to the Empire can be as useful for one of the Emperor's servants as it can for the Empire. With none other than the Emperor and the agent in question knowing the agent's true identity it can be very easy to disguise them-self as someone else.
Effect: Your Character is able to receive information from ant-imperial sources.
Cost: 3

Imperial Intelligence Fund: With the ability to charge any amount  to Imperial Intelligence's "Slush Fund."  Imperial Intelligence agents can have limitless credits at their disposal in order to carry out their missions.
Effect: Your character is able to hire bounty hunters without worry about their costs
Cost: 2

Top Level Clearance: Authorization to view the highest of Imperial secrets is hard to obtain, but once it has been obtained it is an extremely useful too.
Effect: Your character  has access to nearly every bit of Imperial information (delivered via PMs when information is requested from Imperial databases during IC play)
Cost: 3

Assassin Droids: Droids constructed for the purpose of killing sentient beings on behalf of those in power. Equipped with an array of weapons, assassin droids can also be used as elite infantry when the need arises for skillful and quickly adaptable soldiers with unquestionable loyalty, due to the higher level of autonomy that is incorporated into an assassin droid's "brain" processor design. Emperor Palpatine has ordered all assassin droids banned throughout the galaxy due to their constant use against himself and his forces but, as with most Imperial bans, these laws do not hold sway of his own agents.
Effect:  Character has command of an assassin droid, this droid can be ordered to remain with your player, or hunt down and eliminate a specific target (this droid can be of any model, and is to be controlled by the player when with the player's character, when on mission to eliminate a target the droid is under the control of the GM. Representing it acting of it's own volition to complete it's mission.)
Cost: 5

Interrogation Droid: Used as torture devices in coercive interrogation. Various varieties exist, they are equipped with various implements of torture. Sometimes, they are modified medical droids. While they are technically illegal the Empire overlooks this fact in favor of the results they can achieve.
Effect: Character owns an interrogation droid (Of any model, to be controlled by the player)
Cost: 4

Stormtrooper Escort: Assisting high-ranking officials is one of the primary jobs of a planetary garrison. When on the ground such officials can expect to have stormtrooper escort should they request it. 
Effect: When in the field your character can be escorted by a squad of Imperial stormtroopers(to be controlled by the player) should they so choose to be.
Cost: 3
Requirements: Your character must not have a False Reputation/Identity

Storm Commando Escort: Elite members of the Imperial Stormtrooper Corps. One task for storm commando squads is to instill uprisings on enemy systems or to subdue insurrections on Imperial-held worlds in support of Imperial Intelligence personnel.
Effect: When in the field your character can be escorted by a squad of Imperial stormtroopers(to be controlled by the player) should they so choose to be. These elite warriors are superior to almost all other soldiers in nearly every way
Cost: 2
Requirements: Stormtrooper Escort

Lambda Class Shuttle: A standard light utility craft in common use throughout the Imperial military as a transport for troops and high-ranking individuals. It is equipped with a hyperdrive in order to ferry it's passengers from system to system
Effect: Your character has access to the Lambda-class shuttle, allowing them to travel from planet to planet and system to system without relying on anyone else. This ship is lightly armed and has a moderate speed. Characters are NOT able to upgrade this ship.
Cost: 3

Victory Class Star Destroyer: A warship designed for planetary defense, planetary assault, ground troop support, and ship-to-ship combat. The shields and hull armor of Victory I-class ships quite heavy compared to other vessels. One Victory-class vessel is capable of fighting a Dreadnaught-class cruiser to a stand-still. An impressive feat considering the size difference between the two vessels.
Effect: Your character has access to the Victory Class Star Destroyer, allowing them to travel from planet to planet and system to system without relying on anyone else. This ship has a slow speed, is very-heavily armed, armored, possess the ability to deploy small numbers of Tie Fighters, bombard planets, and defeat ships much larger than itself. Characters are NOT able to upgrade this ship.
Cost: 4

Sith Infiltrator: A prototype stealth-ship used by The Emperor's agents when absolute secrecy is required.
Effect: Your character has access to the Sith Infiltrator starship, allowing them to travel from planet to planet and system to system without relying on anyone else. This ship is fast, stealthy, and heavily armed. Characters are NOT able to upgrade this ship.
Cost: 3

Tie Fighter Escort: When traveling in a shuttle high-ranking Imperial personnel can be expected to have their craft escorted by Tie Fighters from a system's garrison.
Effect: When in your shuttle your character is escorted by Tie Fighters.
Cost: 2
Requirements: Lambda-class shuttle

Smuggler Unique Items
Smuggler Items
These items are only available to smuggler characters

Cloaking Device: A mechanism capable of rendering a starship invisible to both sensors and the naked eye.
Effect: Character's personal starship is able to cloak itself, allowing it to escape detection when not using it's weapons.
Cost: 3
Requirements: Requirements: Either a Corvette, Light Freighter, or Transport class starship

Crybabys: The slang terminology for small, unmanned signal projectors. A popular device amongst smugglers, criminals, and those who simply do not wish to be followed. Crybabies are essentially decoys deployed by a ship just before making a jump to lightspeed. Once deployed the devices enter lightspeed at the same time as the craft which deployed them, at different headings than said craft. Each crybaby has a transponder, and hyperspace signature identical to it's 'mother' craft. Essentially making tracking the ship near impossible as the ship's pursuers are forced to pick which trail to follow and simply hope it is the right one.
Effect: Character's personal starship is near impossible to track and cannot be directly followed after entering hyperspace.
Cost: 4
Requirements: Either a Corvette, Light Freighter, or Transport class starship

Heavy Holdout Weapon: Large amounts of practice at sneaking things past security checkpoints have helped you to develop a great amount of skill at hiding even medium sized weapons on your person.
Effect: Allows your character to hide a single medium sized weapon(such as a blaster rifle) and have it act as a hold out blaster.
Cost: 3

Forged Documents: Whether they are made by actual Imperial officials or the vendor at the local market, forged Imperial documents are a very active business
Effect: Imperial NPCs are much less likely to hassle and/or attack your character and their ship unless they see suspicious actions being taken by them.
Cost: 2

I Grew Up Around Here You Know: Being important isn't the only way to get what you want. Sometimes something as simple as having grown up in the same neighborhood as the local big wigs is good enough.
Effect: The people of your character's home planet are willing to help your character hide, and survive. When on your character's home planet your character will be impossible to track.
Cost: 3

He’s No Good To Me Dead: The price on your head only applies if your head is still attached to the rest of your body.
Effect: NPCs will attempt to capture your character alive rather than kill them. They will only attempt to kill your character under extreme circumstances.
Cost: 4

She’s Still Got A Few Surprises Left In Her: Your ship has been the recipient of several 'off the books' modifications.
Effect: Your ship is able to equip hidden weapons, secret cargo holds, and other such devices
Cost: 3
Requirements:  Either a Corvette, Light Freighter, or Transport class starship

Bounty Hunter Unique Items
Bounty Hunter Items
These Items are only available to Bounty Hunters

Bounty Hunters’ Guild Membership: The Bounty Hunters Guild is an ancient institution that regulates the bounty-hunting trade. It is led by a guildmaster who holds members to the Bounty Hunters' Creed, the unwritten rules of the bounty hunters. Bounty hunters who join the guild have the benefit of notifications of bounty postings before they are broadcast through official channels, as well as access to the guild's information network which gives guild members a head start and an advantage.
Effect: Character receives information on their current target's location, character receives offers for bounties before non-guild bounty hunters (via PM)
Cost: 3

Imperial Preference List: Some bounty hunters develop a reputation for being very effective at carrying out Imperial contracts with minimal or no damage to Imperial personnel and facilities. These bounty hunters eventually make it onto the Imperial Preference List, meaning that they are often given contracts before other bounty hunters who are not on the list.
Effect: Your character receives offers for Imperial contracts before other bounty hunters who are not on the Imperial Preference List (via PM)
Cost: 2

My Kind Of Scum: Some bounty hunters have been known to be favored by crime bosses, whether this is because of their high success rates, methods, or simply blind luck is unknown. What ever the reason, most crime lords are much more likely to hire bounty hunters who have a reputation as being friendly to the underworld.
Effect:  Your character receives offers from crime lords before other bounty hunters who are not their kind of scum (via PM)
Cost: 2

Imperial Permit: The Empire issues Imperial Peace Keeping Certificates to bounty hunters. Once purchased, these certificates grant bounty hunters full jurisdiction across the Empire
Effect: Character will receive no interference from Imperial forces unless they attack said forces first.
Cost: 3

Informants: Some informants are simply after credits, others lack the courage to hold information to themselves. What ever the case may be informants can at times be a bounty hunter's best tool.
Effect: When arriving on planet your character may receive word of anyone else on the planet who has a bounty on their head.
Cost: 4

Customized Armor: Those who wish to survive in the bounty hunting trade are best advised to not only use body armor but also to customize said armor to best fit their preferences.
Effect: Your character can equip special armor items such as jetpacks, emergency shield generators, and lightsaber resistant coating to list a few.
Cost: 3

Tracking Device: Either placed on a target's person, or fired at their ship. Tracking devices are used to keep tabs on the movement's of others.
Effect: Your character is able to detect the location of a single NPC or Player Character that they come into contact with. The identity of this target is to be kept secret from all but the GM
Cost: 5

Fearsome Reputation: Your character as a reputation for their enemy's meeting particularly 'messy' ends.
Effect: Enemy NPCs will occasionally flee from your character rather than fight them.
Cost: 2

Dissident Unique Items
Dissident Item List
These items are available only to Dissident characters.

Ace Pilot: The title of ace or space ace was conferred onto any starfighter or combat airspeeder pilot who had achieved several confirmed kills against enemy forces in combat. The origins of the title were unknown, but the status held equal import regardless of the era in which it was earned
Effect: Your character is an extremely capable pilot, able to out maneuver nearly every NPC
Cost: 3

Heroic Reputation: Your character has a reputation for being an extremely heroic person. Their mere presence is enough to bolster the morale of those around them.
Effect: Allied NPCs will be more courageous and much less likely to flee when fighting alongside your character.
Cost: 2

Loyal Forces: Loyalty can be a valuable thing, and the mark of a good commander is how loyal their troops are to them, most commanders can expect to be escorted by a squad of their warriors when in the field, should they desire it. A squad is the smallest military unit in many of the galaxy's army formations such units rarely consist of more than half a dozen personnel, or less than four.
Effect: When you choose to your character can be accompanied by their own squad of troops (these can be any form of troops from militia men to droids and are Minor NPCs controlled by the player)
Cost: 3

Unique Training:  Not subject to the 'mass training' that most Imperial personnel are given these troops are far superior fighters than those in the Imperial fold.
Effect: In an even fight your character's troops will almost always defeat Imperial stormtroopers and will be able to fight storm commandos to a draw.
Cost: 2
Requirements: Loyal Forces

Dignitary Status: Important people in the galaxy have quite a bit of sway, even with representatives of the Empire. This influence can either come from admiration, or fear of what will happen should something unfortunate befall said person.
Effect: Imperial forces are less likely to investigate, bother, or attack your character.
Cost: 3

Violent Formality: Intended to be used as a last ditch form of self protection, or as an effective way of creating a distraction to allow escape. Some protocol droids have been known to be equipped with internal explosives allowing them to act as large grenades when said explosives are activated by their owner.
Effect: Your character's protocol droid can be detonated at will, creating an impressive explosion which severely harms those near it.
Cost: 3
Requirements: Protocol Droid

Iconic Ship: Your ship's image and name is known by many and is often admired for not only the skill of those who operate it but also it's ability to preform above the normal expectations for a ship of it's class.
Effect: Your ship is much more effective in combat, able to survive situations it normally would not as well as to defeat foes it normally could not.
Cost: 2
Requirements: A personal starship

Escort Fleet: Due to the importance of your ship's main passenger your ship can always expect to have some sort of escort of loyal craft who's mission is to insure it's survival.
Effect: Your ship can be expected to be escorted by two other ship's of the same class or small than itself.
Cost: 2
Requirements: A personal starship
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Urbanzorro

#29
@Syberfang: What do you have in mind as far as your character goes? Give me some details and I'll give you a go or no-go

@Primarch: Of course you're welcome ;D glad to have you aboard!

@Funguy81: Sounds good, though just for clarification there can always be more than 1 of each character type (except the Sith Apprentice)

@Latooni Subota: That's perfectly ok with me and totally up to you guys. If you want to start with a few of you working as the crew of a single ship that's fine. ;D

@Marie Reynolds: That's fine, I figure your character could count as a dissident or a smuggler depending on how big time you want them to be. Also remember everyone the classification's are flexible for example if I were to want to play a crime lord I could technically call him a dissident even though I could play him as being totally neutral.

Also I'll probably be placing up some character sheets of my own (for some Major NPC characters) just to have them up there. Once the characters are ready we can move on to getting the game rolling/setting up the different threads.
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Latooni Subota

So, can two characters pool points/items on the same ship? For example, a Smuggler and Dissident teaming up to do smuggling runs and stuff for Republic interests and freedom fighters, pooling special features for their same ship?

Also: http://www.swtor.com/info/holonet/starships/d5-mantis  This is the coolest ship ever. Seriously. @.@

Also Also: How would you feel about cybernetics? Like, say, a headware hookup to the ship for directly piloting it (Hope you don't get zapped by a lot of ion cannons!), internal weapons, and whatnot?
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

Urbanzorro

I'm gonna say no go on point pooling. Srry ;) And yes that is a very cool ship. As far as cybernetics go I have no problem with it, though be prepared for both the positives and negatives of such things (like ion cannons being a possibility, etc.)
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Funguy81

I know, i'm bouncing on an idea. i'll set my character up now.

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Latooni Subota

I'm just looking for the PERFECT image, to help me settle on a concept, atm. XD
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Latooni Subota

Got any idea of what sort of number we should shoot for, on systemic items?

Also, I found my picture~

ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

Urbanzorro

Ohh crap forgot to edit that in, everyone starts with 30 points.
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Funguy81

#38
Player's Name  Funguy81

Image 

Character's Name Rico Aldun

Character's Species Human

Character's Age 26

Biography Born on the Planet of Alderaan 10 years before the end of the clone wars. He lived a life of comfort if not wealth on the land as a son of a farmer. As he grown through the years he picked up the skills usually given to the nobles of the peaceful world thanks to his father's connection to a local lord. While not given a world class education, he was given training in the use of blasters, basic combat manuavers, but his true passion came in starship piloting. He took every chance he can to see the stars over the planet through the viewport of a cockpit.

He had dreamed of seeing more of the galaxy beyond his homesystem, but the clone wars and its heavy restriction on civilian galactic travels had prevented any form of travels for the son of a farmer. He spends his childhood dreaming of the day he would see exotic worlds he learned from stories of transporters, spacers, and  freighter pilots he meets in the markets.

It was during those teen years where tragedy struck his life. 4 years after the empire is formed on the ashes of the once corrupted republic, the iron hand struck down upon the lord for speaking out against Palpatine. Every member of the lord's family killed by imperial troops that stormed the middle of the night, and they soon targeted anyone else that communicated with the lord in anyform. This includes Rico's father. Rico was only given a second's warning to escape the burning farm with his life, only to be founded by a member of a small resistance group hoping to find supplies and survivers from the attack.

Rico's new life began in a small but functional base in the alderanian wilderness where he gained further training in combat, martial arts, and piloting. As the years passed Rico's life continued to grow within the resistance and soon became one of the initial members of the growing rebellion. Though while many members of the rebellion would use a morale approach in their mission, his approach is far different. In his eyes, the end always justify the means. If the empire utilizes such terroristic tactics to the people of the galaxy,then he would utilize the same. He looks forward to the day that the empire will fall under its own weight and for the people to rise against it, but until that day comes he intends to play his part in that victory.

Equipment(Explained a bit lower)
Blaster Carbine (E-5 Blaster Carbine. The standard carbine of the Seperatist Droid Army during the clone wars. Despite its use by the slightly inefficient B-1 battle droids the weapon itself is truly a reliable rifle. Upgraded with a Holographic targeting reticule, and Flashlight)

Vibro Knife,

Blaster pistol (BlasTech DL-18. Popular blaster that is considered by many as the standard blaster pistol. While not having any exceptional in any way, it is a very reliable weapon with decent range, power, and power conservation with 100 shots per Power pack.)

Combat Jumpsuit. (A padded jumpsuit that is designed limited protection against physical and energy trauma without restricting movement. Designed to look like a normal jumpsuit without giving away the fact the wearer is lightly armored. Rico would use this in situations where tactical Armor is not preferable.)

Tactical Combat Armor. (Battle armor combines black composite plates with black padded jumpsuit to form a layer of protection. Usually stored in a small compartment on his ship when not in use. Pictured in character.) 

Comlink (secured with list of rebel frequencies)

Utility belt (holds a Medkit, Tool Kit, 3 Power packs.)

Special Equipment:

Starfighter Class starship (2 points)  (Cloakshape Fighter. The Kuat Systems Engineering Cloakshape fighter is the rival to the Z-95 Headhunter. Originally designed as an atmospheric fighter, it has proven to be easily adapted to space conflict. Armed with dual linked laser cannons and concussions missiles, it has the ability to take on ships larger than itself with a punch, though this power comes at a loss of agility. The ship is known more for its ability to take punishment as opposed to its agility.
Rico had long upgraded the ship with a x1.5 hyperdrive so that he could take it from system to system. A slot for an astromech droid is also installed just behind the pilots seat so it could provide astronavigation computation, unfortanatly without the inflight repairs most starships designed with astromech droids in mind.


Ace Pilot (3 Points)  (Years of Space combat, training, and study have honed his coordination to turn almost any starfighter into a weapon of for the alliance.)

Underworld Contacts (3 points) (With the years hiding in the edges of space and shadows from the Imperial's hand Rico has garnered contacts from most corners of the galaxy.)

Iconic Ship (2 points) (While not the most modern of ships, Rico had mastered flying it to push it beyond the performance levels that no engineer had in mind.)

Hold Out Pistol (2 points) (Smal, Palm-sized blaster designed to hide discreetly on the user's body to conceal its presense.)

Loyal Forces (3 points) (Connections and membership within the Rebel alliance gives Rico access to trained troops in times of need and when they are available in any area he works in)

Unique Training (2 points) (Advanced training and Combat experiences has given his people an edge in combat that most could not attain)

Heroic Reputation (2 points) (Rico has garnered a reputation for being a serious combatant, even cold-hearted during combat. He's not known to pull back in the face of adversity)

Dignatary Status (3 points) (While his efforts in the growing rebellion have garnered some attention of the years, his reputation for terroristic tactics has pulled investigative efforts back in fear of reprisal.)

Astromech Droid (3 points) R4-C3 Astromech droid.

Escape Pods (2 points)

27 points used.

Force Power(Explained lower) None

Force Skill(Explained lower) None

Force Abilities (explained lower) None

(if something needs to be added, let me know)

Urbanzorro

 Please include which type of character he is so it's simple for eveyone. (I just realized I forgot that heading) as a bolded heading just under his age. Now to read his profile :D
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Funguy81

Ah OK, my character's class is the dissident.

Latooni Subota

Ended up going with Smuggler (With a predisposition for anti-Imperial runs) for sure now. I'll have a sheet up within an hour~
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

Urbanzorro

@Funguy81: He looks good, character approved.

@Latooni Subota: Sounds good.
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Latooni Subota

Player's Name Latooni Subota

Image


Character's Name Marie Wallace, aka Ghost-7

Character's Species Human

Character's Age 18

Biography Marie Wallace is what you'd consider a legacy girl, coming from a long line of famous spacers. It doesn't take much tracing of the family tree to find soldiers, bounty hunters, and smugglers of renown in her family . .  even jedi! Her father, interestingly enough, was one of the Alpha-class ARC Troopers in the Clone Wars. Her mother was a force-sensitive bounty hunter who worked alongside the Grand Army of the Republic.

Despite the fact that her mother wasn't an actual Jedi, she ended up caught in the crossfire of Order 66, even though her father was one of the few soldiers that refused the command. Her mother tried to protect the Jedi that she worked for, and lost her life for it. Her father was aghast at the new Empire's single-minded ruthlessness to the Jedi that helped win the war, and left the army to take up bounty hunting . . and raising his little girl.

Over the years, her father earned a reputation as a skilled and honorable bounty hunter, and Marie learned many tricks of the trade. Still, she proved to be better at mechanics and piloting than actual bounty hunting. In the end Marie decided to go her own way as a smuggler, managing to obtain her own starship in a Sabacc game. Imagine that!

For the last year, using her antique (But exceptional) D-5 Mantis, she's made quite a name for herself in the underground as an extremely proficient smuggler. Wisely chosen modifications to her starship has led her to be considered one of the best around, especially considering her age. After learning of the true circumstances involving her mother's death though, she's decided to start taking on more anti-Imperial runs.

Equipment

Callisto Repeater: An modern slugthrower rifle capable of single-shot or semi-automatic fire, with a rough range between 300 and 400 meters, and a magazine size of 30 rounds. It also comes with a high-capacity magazine option, but that's a bit . . difficult to find, for whatever reason. Marie was always a fan of solid ammunition, and it's adaptability. If she's carrying around her gun, she'll have three clips for it. A clip of Mercy Ammo, and two clips of Armor-Piercing Ammunition.

Mercy Ammo: Ammunition made of semi-solid plastic that dealt bludgeoning damage, rather than piercing. It's an effective way to set a slugthrower for 'stun', so to speak.

Armor-Piercing Ammo: Like it says on the box. Ammunition designed with special alloy tips to assist in piercing heavier armor. Quite effective against battle droids . . . or Stormtroopers.

KYD-23x Blaster Pistol: The KYD-23x is a modified blaster pistol used by Marie. It packs a little less punch overall than the standard version, but the blaster bolt keeps it's stopping power for a longer distance. It also shoots a pretty silver bolt!

E-7 Defender Personal Shield: Marie doesn't like bulky armor. At all. Hidden on her person is a pretty powerful (for it's size) personal shield generator, that runs on micro-fusion cells. She always has a couple on hand.

D5-Mantis Patrol Craft: http://www.swtor.com/info/holonet/starships/d5-mantis This smuggler's ship of choice is the D5-Mantis, a rare ship with a wide variety of exceptional features, modified to be even more effective than it already was. The Mantis can easily accomodate a half-dozen crewmates along with a fair amount of cargo, and comes with a workable medstation and impressive hyperdrive and nav-computer. It may not be able to carry as much cargo as a Corellian Corvette, but it'll get the cargo to it's destination faster, stealthier, and safer! It has three separate weapon foils with independant power-sources, as well as a few missile launchers . . though missiles are SO expensive these days! (Light Freighter Class Starship, 3 points)

R3-A7 Astromech Droid: http://starwars.wikia.com/wiki/R3-series_astromech_droid Marie has a rebuilt R3-series droid to help with the navigation, engineering, and repairs. This particular one she has lovingly named 'Bucket', due to it's silver on white color scheme. He's a friendly little chap, and seems to thrive around groups of people. Bucket takes advantage of a newly installed Astromech port on the Mantis to help run the ship in troublesome situations. (Astromech Droid, 2 points)

Escape Pods: There's two escape pods located in the lower-rear of the ship, capable of holding a couple of people at an uncomfortable squeeze. (Escape Pods, 2 points)

Hold-Out Blaster: Her modified KYD-23x has been hidden on several clever places on her body, and can even be broken down to be hidden in other inoccuous devices. Marie is a clever smuggler. (Holdout Blaster, 2 points)

Underworld Contacts: Marie has managed to keep a fair number of contacts here and there, including former Clone Troopers, smugglers, and bounty hunters. (Underworld Contacts, 3 points)

Cloaking Device: A smuggler's best (expensive) friend! The Mantis has been upgraded with a stealth field generator. A great way to run Imperial blockades. (Cloaking Device, 3 points)

Crybabies: A hidden release mechanism on the bottom of her ship holds Crybabies, lovely little hyperspace decoys. (Crybabies, 4 points)

Heavy Hold-out Weapon: Like her blaster, her slugthrower can also be disassembled and hidden in . . interesting ways. There was that time she hid the gun inside a suitcase full of lingerie . . that was a pretty easy way to hide it. (Heavy Hold-Out Weapon, 3 points)

Forged Documents: Why no, officer. I'm totally supposed to be here with my badass ship. I have all the proper paperwork and everything right here! (Forged Documents, 2 points)

She's Still Got A Few Surprises Left In Her: Her Mantis has plenty of firepower, really. The things that Marie added were an improved hyperdrive, enhanced shields, and some smuggling compartments all over the ship. (3 points)
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

Geradine

#44
Player's Name Geradine

Image


Character's Name Gerad Honzue

Character's Species Human

Character's Age 21

Career Smuggler

Biography Recently come into the smuggling trade, Gerad quickly became known around certain circles for his loyalty and dependability, but mainly for his oddities. He learned the trade by himself, and all he's learned he's learned the hard way.Somehow, his luck has pulled him through it all, although he has a few scars from some of his escapades. He is dependable in a fight, and has been in quite a few even though he tries to mind his own business.

He has smuggled on both sides of the line before, his Defender light corvette gaining many a nick in the hull from his many close escapes. It's black paint job is somewhat odd among the stars, but helps with him maintaining his ability to run both sides of the line, because no-one has actualy seen his ship in the blackness of space.

Equipment
Armor: Mabari Armorweave: Color is Black instead of the usual purple-ish.

Defender-Class Light Corvette (5)
Astromech Droid (3)
Escape pods (2)
411 Hold-out Blaster Pistol (3)
Crybabies (4)
Forged Documents (2)
She’s Still Got A Few Surprises Left In Her (Secret Cargo holds and a minelayer(good for getting people off of your tail), as well as enhanced engines, and a third engine) (3)
Cloaking Device (3)

Force Power Level 2 (2 points)

Force Skill Level 1 (0 points)

Force Abilities
Force Sense (1)
Art of Movement(1)

29 points used. I will be looking for some Freeform stuffs, such as the specs for his Hold-out, and whatever armor he may/may not have.
The view from behind a scope puts everything into perspective.

There are many things you can tell about a person by the way he/she writes. -me, i think.

Rhaegar14

Zorro, I'm not seeing lightsaber-related information anywhere lol.
Pretty much scrapped my signature because everything in it is hilariously out of date. I might work on fixing that eventually.

Syberfang

The Sith assassins were unique because they preferred to ambush their intended prey from the shadows rather than engaging them in open combat. Almost always working solo or in small groups, they utilized stealth field generators and the rare art of Force camouflage to aid their surprise attacks. While some elite assassins fought with lightsabers, the majority utilized less remarkable melee weapons, such as force pikes. These stealth warriors were also unusual in that they drew their power from the Force presence of their prey. The stronger their targets were in the Force, the stronger the hunters became.
"Those Sith assassins can sense their prey through the Force—it is like a hunger. They feed… and grow stronger… when they are near Force Sensitives. The stronger their prey is in the Force, the deadlier they become."

The Sith assassins were a sect of covert Force-sensitive killers secretly founded by Darth Revan on Malachor V during the Mandalorian Wars. Captured Jedi and Sith soldiers who were found to be Force-sensitive were taken to the Trayus Academy to be trained as Sith assassins. These assassins were largely responsible for carrying out the First Jedi Purge that began in 3,954 BBY until their defeat and disbandment in 3,951 BBY following the Destruction of Malachor V.  Later, the term was used for Sith Inquisitors who fought for the returned Sith Empire during the Great Galactic War and the Cold War that followed it circa 3,653 BBY. These Sith assassins specialized in stealth and dealing high amounts of damage to enemies in melee combat. They were known to primarily wield double-bladed lightsabers in combat, and were adept at concealing themselves with the Force.
During and after the Jedi Civil War, the assassins' primary purpose was to kill or capture Jedi. Upon successfully incapacitating a Jedi, the captive would be tortured until they fell to the dark side or died by the hands of elite Sith operatives trained in the art of torture and temptation, such as Atton Rand. By this subtle method of capture and conversion, the ranks of the Sith assassins swelled as the number of Jedi decreased


Urbanzorro

@ Latooni Subota: Character Apporoved

@ Geradine: Character Approved

@ Rhaegar14: I know, after deliberation I decided not to regulate them. Simply consider them free form items like blasters and such.

@ Syberfang: My question is more along the lines of how you intend to fit your character into the game/what slot you see them filling?
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Syberfang

I see him being either your assassin or your apprentices secret assassin. I could either be a strait up assassin and kill all jedi I find, or i could bring them back for you and work more as a spy.

Funguy81

Upgraded my character's profile with information. shouldn't effect the game mechanics, but added details.