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Let's get started playing online!
1. Go to: http://www.rabidcomics.com/yumichat/download.html
2. Under "download", download Yumichat (not Yumichat server) for WIN - put it somewhere on your computer easy to get to.
3. Once downloaded, run the program.
4. Under Character Information, add your character's name and cut/paste your character's information listed below (you will only have to do this the first time). Just cut and paste your character from the web site if you like (again, only the very first time you put your character's information in). From that time on, you can choose the character you want to play by clicking on "User name" and logging in.
5. Log in using IP 192.168.1.100 and port 9090
6. Once you log in you should be able to use the chat room and other functions, such as the dice roller.
7. Everyone should be using some type of headphones and microphone. This will let us talk as well as type. Right click on the wooden area of the playing field and choose Settings. Click on the little image of the monitor and choose to allow. You can adjust the volume under the microphone tab. Close this box.
Note: You won't be able to log in and use the program until I am also logged in as the GM (using the server version of the program).
Here are some neat things we can do in the chatroom:
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Typing normally makes chat everyone can see, and you are speaking to everyone. If you can, just use the microphone!
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/(chraceter): you can "whisper" to another person. For example, if I wanted to whisper a specail message to Scott, who is playing Corvin, I would just type in the chat box:
/corvin you notice that the stormtrooper has a lightsaber
Only Corvin will see the secret message.
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>(person): this says something "out loud" to a single person in the chatroom. If you wanted everyone to hear you say "What the Frak!?" to Corvin, you would type in the chat box:
>corvin what the frak?!
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The really cool thing is you can right click the chat box (where you type the text) and you can click the message type of your choice really easy! neat!
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Stuff for the GM:
I can change the scene by using the /new text command
Character Information!
Corvin Jager
Strength: 10
Dexterity: 17
Intelligence: 13
Health: 14
Thrust/Swing: 1d-2; 1d
Speed: 7.75 (+1 for tactics)
Move: 7
Dodge: 9
Willpower: 14
Sight: 11
Hearing: 10
Sixth Sense: 11
Wisdom: 9
Taste/Smell: 9
Touch: 9
Hit Points: 14
Hero Points: 12
Skills:
Brawling [PE/2 spent/DX+1] 18
Guns: Pistol [PE/8 spent/DX+3(+2 IQ)] 22
Guns: Fast-Draw [PE/2 spent/DX+1] 18
Pick-Pocket [PH/1 spent/DX] 17
Fast-Talk [MA/6 spent/IQ+2] 15
Streetwise [MA/6 spent/IQ+2] 15
Pilot (freighter) [PA/24 spent/DX+4] 21
Pilot (fighter) [PA/4 spent/DX+1] 18
Pilot (swoop) [PA/4 spent/DX+1] 18
Pilot (capitol ships) [MA/8 spent/IQ+3] 16
Escape [PH/1 spent/DX-2] 15
Hold-Out [MA/4 spent/IQ+1] 15
Stealth [PA/1 spent/DX-1] 16
Shadowing [MA/1 spent/IQ-1] 12
Scrounging [ME/1 spent/IQ] 13
Sword [PA/1 spent/DX-1] 16
Mechanic (ship) [MA/1 spent/IQ-1] 12
Astrogation [MA/1 spent/IQ-1] 12
Trivia, Ship [ME/6 spent/IQ+3] 16
First Aid [ME/ 1half spent/IQ-1] 12
Military Tactics [MH/2 spent/IQ-1] 12
Gunner (ship/beam) [PA/2 spent/DX] 17
Computer Operations [ME/1 spent/IQ] 13
Sex Appeal [MA/8 spent/IQ+3] 16
Traps [MA/1 spent/IQ-1] 12
Dancing [PA/2 spent/DX] 17
Electronics Operation (starship)[MA/2 spent/IQ] 13
Electronics Operation (hyperdrive)[MA/2 spent/IQ] 13
Savior-Faire [ME/1 spent/IQ] 13
Intelligence Analysis [MH/1 spent/IQ-2] 11
Research (default only)
Area Knowledge: Jaybor (default only)
Running [PH/1 spent/HT-2] 11
Survival: Jungle (default only)
Pilot: Shuttle (default only)
Carousing [PA/1 spent/DX-1] 16
Jedi Meditation [MVH/2 spent/IQ-2] 11
Lightsaber Combat [PH/1 spent/DX-2] 15
Telekenesis [MVH/2 spent/IQ-2] 11
Sense Force [MVH/1 spent/IQ-3] 10
Mind Shield [MVH/1 spent/IQ-3] 10
Force Astrogation [MVH/2 spent/IQ-2] 11
Acrobatics [PH/1 spent/DX-2] 15
Note: Would like to get the Empthay Advanatage
Increasing Attributes:
Strength (score 10; 0 hours of study; need 4000)
Dexterity (score 17; 4000 hours of study; need 5000)
Intelligence (score 13; 12000 hours of study; need 18000)
Health (score 14; 18000 hours of study; need 18000)[? listed this way on the sheet]
Advantages: Reputation +3.1 (well known war hero); +1 (to anyone who knows military secrets); Attractive; Improved Healing; Forceflight; Strong Will +3; Sharpshooter (no snap penalty, auto-accuracy bonus, any handgun at DX or highest handgun skill-2); Telekenesis Finese; Off-Hand Training (+4)
Disadvantages: Struggling (1/2 wealth); Pirate's Code; Enemy (beaten pirates - 9 or less on 3d6); Overconfidence
Powers: Force-Sensitive (level 1; includes danager sense, intuition and luck)
Quirks: Persistant 5 o'clock shadow; always needs money; attracted to beautiful women with strong wills; wears flashy clothes; terrible at cards; really likes sleek and fast new ships; claims any ship the group finds to be his own
Equipment: Rings, Commlink; Vacc-suit; Medpacks (10); Data Pad; "Forlorn Marauder" (a bounty hunter ship capable of holding about 10 passengers)
Weapons:
Punch (skill 17; damage 1d-4; special: +1d damage)
Kick (skill 15; damage 1d-2; special: +1d damage)
Blastech DL18 (x4)(skill 21; damage 6d; acc 4; rof 3)
Blashtech DL12 (x2)(skill 21; damage 12d+6; acc 3; rof 3)
Vibro-Rapier (skill 15; damage swing/thrust+1d[5])
Ion Grenade (damage d6x3; causes "fatigue" to droids)
Merr-Sonn BEMP (skill 21; damage 6d; acc 4+2; rof 3m; ion damage)
Merr-Sonn DEMP HV (skill 21; damage 12d; acc 4+9; rof 3m; ion damage)
Hold-out Blaster (skill 21; damage 1d-1; acc 4; rof 1)
Lightsaber (skill 15; parry 10; damage 4d6/8d6; bypasses first 100 DR)
Note: Dual-Weapon Attacks Modifiers: -4/-6
Armor: Republic Standard Armor (DR 16 to all but head area)
Credits: 10,991
Pay: 1120 (+1/2 reputation)/month - however, Corvin constantly loses at cards, pays off debys and gives money tot he Republic causes causes him to almost always be Struggling (see disadvanatages). At the beginning of each game Corvin must make a Will check at -5 or only have a couple of hundred credits on him.
Ambassador Jessa Argo
Player: Michelle Nunley
Strength: 10
Dexterity: 15
Intelligence: 15
Health: 11
Thrust/Swing: 1d-2; 1d
Speed: 6.25
Move: 6
Dodge: 8
Willpower: 12 (+2) = 14
Sight: 10
Hearing: 10
Sixth Sense: 12
Wisdom: 10 (=2 for Empathy) = 12
Taste/Smell: 8
Touch: 8
Hit Points: 11
Hero Points: 6
Dark Side: 4
Skills:
Diplomacy [MH/200hrs/IQ+3] 18
Administration [MA/1600hrs/IQ+3] 18
Leadership [MA/1600hrs/IQ+3] 18
Fast-Talk [MA/1200hrs/IQ+2] 17
Polotics [MA/1200hrs/IQ+2] 17
Savior-Faire [ME/400hrs/IQ+1] 16
Body Language [MH/2400hrs/IQ+4] 19
Computer Op [MA/800hrs/IQ+2] 17
Guns (Blaster) [PE/800hrs/DX+2(+2IQ)] 19
Gunner (Starship Blaster) [PA/4800hrs/DX+4] 19
Detect Lies [MH/1200hrs/IQ+1] 16
Mech Droid [MA/1200hrs/IQ+2] 17
Ele.Op. (starship) [MA/1200hrs/IQ+2] 17
Intimidation [MA/800hrs/IQ+1] 16
Law [MH/2000hrs/IQ+3] 18
Piloting [PA/800hrs/DX+1] 16
Trivia (Q'Larn) [MA/200hrs/IQ] 15
Pilot (speeder) [PA/800hrs/DX+1] 16
Research 4hrs
Area Know (Jaybor) 4hrs
Public Speaking 200hrs
Dance 25hrs
Survival (Jungle) 25hrs
Advantages: Beautiful; Force Sensitive (45 point version [includes luck 2, intuition and danger sense]); Strong Willpower +2; Very Wealthy; Charisma +2; Empathy; +3 Reputation as a hero of the Lost Sector War
Disadvantages: Sense of Duty to the Republic; Cannot Harm Innocents; Charatible
Quirks: Tenderhearted, Always wanted to be a pilot, Enjoys 6PO's company; Wears bright colors, likes "edgy" guys, beleives in the Republic
Equipment: C6PO, Commlink, Data Pad, Clothing, Blaster, Sporting Blaster, Speeder, Military Medal of Honor, Protective Vest (DR 8 to torso)
Weapons:
Blaster (skill 19; damage 6d6; Acc 4+2; rof 3m)
Sporting Blaster (skill 19; damage 1d-1; Acc 4; rof 1)
Race: Human
Age: 28
Occupation: Former senator of the Republic turned Ambassador
Col. Molok Brandenburg
Player: Lee Williams
Strength: 10
Dexterity: 16
Intelligence: 16
Health: 10
Thrust/Swing: 1d-2; 1d
Speed: 6.5
Move: 6
Dodge: 6 (+2 pd, +1 combat reflexes, -1 heavy load)= 8
Willpower: 10
Sight: 13
Hearing: 12
Sixth Sense: 14
Wisdom: 10
Taste/Smell: 9
Touch: 9
Hit Points: 10
Hero Points: 0
Dark Side: 4
Skills:
Pistol [PE/8/DX+3(+2IQ)] 21
Rifle [PE/8/DX+3(+2IQ)] 21
Knife [PE/4/DX+2] 18
Thrown Weapon [PE/4/DX+2] 18
Fast Draw (pistol) [PE/8/DX+4(+1cr)] 21
Fast Draw (rifle) [PE/8/DX+4(+1cr)] 21
Boxing [PA/8/DX+2] 18
Astrogation [MA/8/IQ+3] 19
Pilot (freighter) [PA/16/DX+3] 19
Pilot (fighter) [PA/4/DX+1] 17
Gunner (beam) [PE/8/DX+3] 20
Gunner (missile) [PE/8/DX+3] 20
Mechanic (starship) [MA/8/IQ+3] 19
Mechanic (computer) [MA/10/IQ+4] 20
Computer Operation [ME/12/IQ+6] 22
Computer Hacking [MVH/12/IQ+1] 17
AKnow (Q'Larn, Bantooine) [ME/4/IQ+2] 18
Swimming [PE/2/DX+1] 17
Climbing [PA/8/DX+2] 18
Camoflauge [ME/4/IQ+2] 18
Stealth [PA/8/DX+2] 18
Holdout [MA/4/IQ+1] 17
Streetwise [MA/8/IQ+3] 19
Fast-Talk [MA/6/IQ+2] 18
Escape [PH/8/DX+1] 17
Detect Lie [MA/6/IQ+2] 18
Psychology [MH/8/IQ+2] 18
Law [MH/8/IQ+2] 18
Writing [MA/6/IQ+2] 18
First Aid [ME/6/IQ+3] 19 (+1 if med pac)
Shadowing [MA/4/IQ+1] 17
Intimidation [MA/6/IQ+2] 18
Mechanic (droid) [MA/4/IQ+1] 17
Mechanic (hyperdrive) [MA/6/IQ+2] 18
Intelligence Analysis [MH/10/IQ+3] 19
Tactics [MH/8/IQ+2] 18
Strategy [MH/8/IQ+2] 18
SIGINT Collection [MH/10/IQ+3] 19
Tracking [MA/2/IQ] 16
Interrogation [MA/2/IQ] 16
Planetology (Wormholes) [MA/4/IQ+1] 17
Savior-Faire [ME/4/IQ+2] 18
Xenobioloy [MA/6/IQ+2] 18
Advantages: Combat Reflexes [+1 active defenses, +1 fast draw, +2 fright checks]; Acute Hearing +2; +2.1 Reputation (hero of the Lost Sector Wars), Medal of Heroism, +3 Reputation (to people with access to military secrets); Contact (Bantooine; looke); Military Rank (col.)
Disadvantages: Extremely hazadous Duty; Wealth (Struggling); Sense of Duty (to close friends); Cannot Harm Innocents; Wanderlust; Enemy (Empire); Edgy; Unusual Feature (chest scar)
Weapons:
Punch [skill 18; damage 1d-4]
Kick [skill 14; damage 1d-2]
Pistol [damage 12d+8; acc+10; rof3]
2 Holdout Pistols [damage 1d-1; acc+4; rof 2]
Vibrodagger [damage str+2d4]
Frag. Grenade [damage 4d6; explosive]
Rifle [damage 12d, acc4+9]
Ion version of rifle
Thermal Grenade
Armor: Torso/Groin 40; Arms/Legs/Hands 12; Feet 15
Equipment: Republic Armor; Rebreather; 3 Med Pacs; Hand Lamo; Microbinoculars; Hands-Free Commlink; Data Pad; Rifle (Blas-Tech E11); Standard Tool Set; Grapling Hook & Rope; Lightsaber (belonged to Artis Re, 4d6/8d6); Rifle Sling
Credits: 8235
Quirks: Snores badly, but doesn't beleive it; Neat freak aboard his own ship; Likes to work alone if possible
Arjan Morg
(human; age 49; bounty hunter)
Player: Shane Davis
Strength: 14
Dexterity: 14
Intelligence: 11
Health: 14
Thrust/Swing: 1d/2d
Speed: 8.75 (fast draw +1)
Move: 7 (jump 12)
Dodge: 7 (9); 11 w/ jet pack
Willpower: 10
Sight: 11 (15)
Hearing: 12 (14)
Sixth Sense: 10
Wisdom: 10
Fear Check: 17
Taste/Smell: 10
Touch: 10
Special: All HT rolls +4
Hit Points: 14
Hero Points: 0
Dark Side: 6
Experience: 1
Skills:
Acrobatics [PH/DX+1] 1600/3200
Jumping [PE/DX+1] 400/800
Swimming [PE/DX+1] 400/800
Guns (pistol) [PE/DX+5(iq/ss)] 1610/3200
Guns (rifle) [PE/DX+5(iq/ss)] 1600/3200
Staff [PH/DX] 800/1600
Knife [PE/DX+2] 800/1600
Martial Arts (brawl) [PE/DX+3] 1600/3200
First Aid [ME/IQ+3]+1 W/MED KIT 1200/1600
Holdout [MA/IQ+1] 402/800
Streetwise [MA/IQ+3] 1600/2000
Pilot (swoop) [PE/DX+3] 1600/3200
Pilot (speeder) [PE/DX+3] 1600/3200
Pilot (freighter) [PE/DX+2] 400/800
Pilot (fighter) [PE/DX+3] 1605/3200
Fast-Draw (pistol) [PE/DX+4(cr)] 1640/3200
Fast-Draw (knife) [PE/DX+2(cr)] 400/600
Gunnery (blasters) [PE/DX+2] 800/1600
Shadowing [MA/IQ+2] 800/1600
Throw (grenade) [PE/DX+2] 800/1600
Area Knowledge [MH/IQ+2]-sector 1663/5200
Tactics [MH/IQ+2] 1626/3200
Strategy [MH/IQ+1] 1200/1600
Whip [PA/DX+1] 1600/3200
Tracking [MA/IQ+1]+1-3 W/GOGGLES 800/1600
Climbing [PA/DX+1]+2 W/BOOTS 400/800
Stealth [PA/HT+1] 800/1600
Lifting [PH/HT] 800/1600
Running [PH/DX] 800/1600
Computer Operation [ME/IQ+2] 800/1600
Throw (knife) [PE/DX+2] 800/1600
Armory: Blaster [MA/IQ+3] 1600/3200
Armory: Blade [MA/IQ] 450/800
Demolition [MA/IQ+1] 800/1600
Astrogation [MA/IQ+1] 801/1600
Leadership [MA/IQ+2] 800/1600
Intimidation [MA/ST+1] 800/1600
Camoflauge [ME/IQ+1] 400/800
Escape [PH/DX+1] 820/1600
Interrogation [MA/IQ+1] 400/800
Poisions [MH/IQ] 800/1600
Traps [MA/IQ] 400/800
Research [MA/IQ+2] 800/1600
Gunnery (ground) [PE/DX+1] 400/800
Intelligence Analasys [MH/IQ] 400/800
Survival (urban/jungle) [MA/IQ] 800/1600
Pilot (jet pack) [PA/DX+1] 800/1600
Merchant (ores) [MA/IQ+1] 400/800
Advantages: Acute Hearing +2; Acute Vision +1; Sharpshooter; Combat Reflexes; Very Fit; Toughness; Daredevil; Imperturbable; Rapid Healing; Good Reputation (war hero 2.1); Good Reputation (military secrets +2); Hard to Kill (2); Contact (major/quite often/usually reliable); Wealth (comfotable)
Disadvantages: Sense of Duty; Extreme Hazadous Duty; Enemies
Weapons:
*Punch [skill 17; damage 1d2+2]
*Kick [skill 15; damage 1d+10 w/retractable spikes]
*Knife [skill 16; damage 1d4+1 x-fine]
*DT-12 [skill 19; damage 12d+6; acc3; rof3; special +1 to hit]
*DLT-ZOA [skill 19; damage 14d; acc4+5; rof3; special +1 to hit; 20 lbs]
*Vibro-Blade [skill 16; damage 2d6+1; 1 round to prep]
*Wrist-Lasers (x2)[skill 19; damage 1d-1; acc4; special: shots 20]
*Fibercord skill 15; entangle; reach20]
*Glop Grenade (x5) [skill 16; entangle; see UT23]
*Thermal Detanator
*Repeating Laser Cannon [skill 16; damage 12d; acc4+9; rof]
*Thunder [skill 19; damage 12d+8; Acc4+4; rof3; ion]
*Fragment Grenades (6)
Armor:
Microbe Armor with Blaster Protection: head 16/22; Eyes 16/22; Face 15/21; Neck 25/31; Torso 40/46; Groin 40/46; Arms 12/18; Legs 12/18; Hands 15/21; Fire attacks +3 to basic protection
Combat Helemt (modified)
-HUD
-Voice Activated
-Medium Range Commlink
-Scrambler
-Light Intensification (-1 to opponent in night)
-Thermal Imaging (+3/+2/+1 tracking)
-Sound Sensors +2
-Vision Sensors +4 (x100 magnification)
-2 Hr. Air Supply+CBR
Equipment:
Emergency Med Kit (+1 First Aid)
Superstim (4)
Plastiskin (5)
Revive (5)
Morphazine (3)
Hypercoagulin (5)
Cuttape
Survival Gear
Filter Canteen
Internal Compass
Tracker Disks (3)
Micro-Camera
2 Ton Test Rope
Pocket Pack
4 Gear Homing Beacons
C-A (2.5 lbs.); dx2/0.5 lbs.
Explosive Detanators (5)
Lightsaber
Krung Duel Swords (2)
Spiked Boots (+2 Climb)
Fibercord (contested strength to entangle; internal wench; maintains grapple each turn)
Equipment/Advantage/Skill special abilities:
Lose fatigue at 1/2 normal rate
may parry 2 times per round in hth combat
+1 to all skills whne taking uneccessary risks
re-roll all critical failures
+2 on all HT rolls to survive
Credits:
Quirks: Refuses Alcohol; Dislikes Confined Spaces; Left Hand is partially cybernetic
Onvee Straught
Player: Jet
Strength: 10
Dexterity: 12
Intelligence: 16
Health: 10
Thrust/Swing: 1d-2/1d
Speed: 5.5
Move: 5
Dodge: 5
Willpower: 10
Sight: 11
Hearing: 10
Sixth Sense: 10
Wisdom: 10
Taste/Smell: 10
Touch: 10
Hit Points: 10
Hero Points: 9
Dark Side: 2
Skills:
Computer Slicing [MVH/IQ+4]
Computer Op [ME/IQ+6]
Computer program [MH/IQ+5]
Cryptanalasis [MH/IQ+1]
cryptology [MH/IQ+0]
cryptography [MH/IQ+1]
shipbuilding (starship) [MA/IQ+3]
mechanic (repulsorlift) [MA/IQ+1]
mechanic (hyperdrive) [MA/IQ+1]
mechanic (computers) [MA/IQ+4]
mechanic (starship) [MA/IQ+6]
mechanic (droid) [MA/IQ+3]
electronics (computers) [MH/IQ+3]
electronics (droid) [MH/IQ+1]
electronics (starship) [MH/IQ+1]
electronics (sensors) [MH/IQ+1]
ele operate (computer) [MA/IQ+1]
ele operate (sensors) [MA/IQ+2]
ele operate (droids) [MA/IQ+0]
engineer (starship) [MH/IQ+3]
engineer (computer) [MH/IQ+2]
engineer (droid) [MH/IQ+0]
engineer (repulsorlift) [MH/IQ+0]
engineer (hyperdrive) [MH/IQ+0]
matematics [MH/IQ+2]
physics [MH/IQ+2]
hyperspace physics [MVH/IQ+0]
artificial intelligence [MH/IQ+0]
research [MA/IQ+1]
teaching (starship mechanics) [MA/IQ+0]
language (romantine) [MA/IQ+0]
language (astromech) [MVH/IQ+1]
trivia (history) [MA/IQ+0]
holo games [MA/IQ-1]
nuclear physics [MVH/IQ-2]
bartending [MA/IQ+0]
savior-faire [ME/IQ+0]
astrogation [MA/IQ-2]
mechanic (speeders) [MA/IQ-1]
holdout [MA/IQ-2]
mechanic (blaster) [MA/IQ-2]
engineer (blaster) [MA/IQ-2]
meditation [MVH/IQ-4]
guns (holdout blaster) [PE/DX+2]
Advantages: Eidetic Memory; Gadgeteer; Acute Vision +1; Reputation (+2.1 or +2)
Disadvantages: Extremely Curious; Abset-Minded; Light Sleeper
Weapons: Holdout Blaster (1d-1); punch (1d-4); kick (1d-2)
Armor: cutting 24; imp 2; covers all but the head
Equipment (carried): repair kit; worksuit; schematics for garkan military droid; medals
Equipment (stored): space suit; lightsaber crystals (red, x2); Ion oam protection for droids (x2)
Credits: 6214
Monthly Pay: 1890
Quirks:
Ceris Tai (race: human; age: 33)
Player: David Cain
Strength: 10
Dexterity: 14
Intelligence: 14
Health: 12
Thrust/Swing: 1d-2/1d
Speed: 6.5
Move: 7
Dodge: 9
Willpower: 13
Sight: 10
Hearing: 10
Sixth Sense: 10
Wisdom: 10
Taste/Smell: 10
Touch: 10
Hit Points: 12
Hero Points: 1
Dark Side: 5
Experience: 18
Skills:
(*) Force Skill (+4)
Armory (lightsaber)* [MVH/2 spent/IQ-2= 16]
Combat Sense* [MH/12 spent/IQ+4= 22] adds +2 to lightsaber
Energy Shield* [MVH/2 spent/IQ-2= 16]
Far Seeing* [MVH/1 spent/IQ-3= 15]
Flying Leap* [MH/4.5 spent/IQ+0= 18]
Meditation* [MVH/5 spent/IQ-1= 17]
Lightsaber Combat* [PH/32 spent/DX+4= 24]
- 16 PARRY; +1 OFF-HAND
Metabolisim Control [MVH/1 spent/IQ-3= 15]
Mind Shield* [MVH/1 spent/IQ-3(+3 SW)= 18]
Philosophy (the Force) [MH/5.5 spent/IQ+0= 14]
Power Blow* [MH/.5 spent/IQ-3= 15]
Precog Parry* [MH/6 spent/IQ+1= 19]
Sense Force* [MVH/5.5 spent/IQ-1= 17]
Spatial Sense* [MVH/8 spent/IQ+0= 18]
Suggest* [MA/2 spent/IQ+0= 18]
Telekenesis* [MVH/4 spent/IQ-1= 17]
Telescan* [MVH/8 spent/IQ+0= 18]
Telesend* [MVH/4 spent/IQ-1= 17]
Telereceive* [MVH/2 spent/IQ-2= 15]
Telekenetic Attack* [MVH/4 spent/IQ-1= 17]
Force Run* [MVH/4 spent/IQ-1= 17]
Healing* (no points spent)
Force Astrogation* [MVH/2 spent/IQ-2= 15]
Hide Force* [MVH/4 spent/IQ-1= 17]
Savior-Faire (Jen) [ME/1 spent/IQ= 14]
History [MH/2 spent/IQ-1= 13]
Karate [PH/8 spent/DX+1= 15]
Research [MA/.5 spent/IQ-2= 12]
Intelligence Ana. [MH/.5 spent/IQ-3= 11]
Astrogation [MA/.5 spent/IQ-2= 12]
Elec. Op. (computers) [MA/.5 spent/IQ-2= 12]
Lingustics (symbols) (no points spent)
Survival (jungle) [MA/1 spent/IQ-1= 13]
Dilpomacy [MH/1 spent/IQ-1= 13]
Streetwise (no points spent)
Area Knowledge [MH/2 spent/IQ-1= 13]
Archeology (no points spent)
First Aid (no points spent)
Climbing [PA/.5 spent/DX-1= 13]
Law [MH/1 spent/IQ-1= 13]
Computer Op. [ME/2 spent/IQ+0= 14]
Fast-Draw (lightsaber) [PE/4 spent/DX+2= 16]
Gunnery (beam) [PA/2 spent/DX+0= 14]
Piloting (fighter) [PA/8 spent/DX+2= 16]
Stealth [PA/4 spent/DX+1= 15]
Jump [PE/1 spent/DX+0= 14]
Run [PH/1 spent/HT+2= 14]
Acrobatics [PH/8 spent/DX+0= 14]
Leadership [MA/2 spent/IQ+0= 14]
Teaching [MA/1 spent/IQ-1= 13]
Advantages: Force Sensitivity (rank 4); Trained by a Master; Imperterbable; Beautiful; Combat Reflexes; Strong Willed +3, Reputation (+3.1 as a hero, +3 to those aware of military secrets)
Notes: +5 fright; +4/+2 reaction
Disadvantages: Secret (Jensaarai); Disipline of Faith; Extremely Hazradous Duty; Fanatic (Force); Sense of Duty (Race); Cannot Harm Innocents
Weapons: Lightsabers (x2) (skill 19; damage 4d6/8d6)
Armor: Custom Jensarai Armor [head 16; eyes 10; face 16; torso 40; arms 12; legs 12; hands 12; feet 15
Equipment: Communicator, Datapad, R2 unit ("sticky"), cold weather tent, heroic medals,
Credits: 7330
Quirks: Untrustful of Jedi; Enjoys Combat; Direct; Honorable; Uncomfortable around nonhumans
Soleeth Koth
Player: Gus Stweart
Strength: 9
Dexterity: 14
Intelligence: 15
Health: 11
Thrust/Swing: 1d-2/1d-1
Speed: 6.25
Move: 6
Dodge: 14 (?)
Willpower: 14
Sight: 10
Hearing: 10
Sixth Sense: 13
Wisdom: 11
Taste/Smell: 8
Touch: 8
Hit Points: 11
Hero Points: 4
Dark Side: 5
Skills:
(*) Force Skills
Research 17
Public Speaking 17
Savior-Faire 16
Diplomacy 15
Leadership 16
Tactics 16
Fast-Talk 17
Acrobatics 14
Jumping 14
Cause Pain* 17
Energy Shield* 17
Combat Sense* 16
Far Seeing* 16
Healing* 15
Jedi Meditation* 16
Lightsaber Combat 19
Parry 12 (+1cs) = 13
Metabolisim Control 14
Mind Shield* 19 [includes psychic powers]
Philosophy (the Force) 16
Percognitive Parry* 16
Sense Life* 14
Sense Force* 14
Spatial Sense* 16
Suggest* 15
Telekenesis* 17 [42 lbs/85 yards]
Telescan* 14
Telesend* 15
Telereceive* 14
Telekenesis Attack* 17
Pilot (fighter) 13
Judo 13
Fast-Draw 16
Teaching 15
Galactic Law 12
Galactic History 12
Area Knowledge 14
Flying Leap* 13
Power Blow* 13
Armory* 13
Advantages: Danager Sense; Intuition; Luck; Trained by a Master; Force Mastery of Sight, Force Sensitivity 2, Enhanced Parry, Path of the Jedi, Reputation +2
Disadvantages: Sense of Duty; Workaholic; Stubborn; Compulsive Behavior; Sterile; Light Sleeper; Charitable; Struggling Wealth; Extremely Hazardous Duty; Enemies (Sith)
Weapons: Lightsaber (4d6/8d6)
Equipment: Force crystal
Credits:
Quirks:
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