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Overview

About This Game

A Star Wars 5E game set in the Old Republic. A heavy focus on finding objects and information, as well as enough combat to satisfy a Dug!

Game System

Star Wars 5th Edition

Advertising

10/15/2024

Detailed Description

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Star Wars: The Old Republic

Theme and Flavor
Space opera, with a large emphasis on exploration and investigation.

The Hook
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The Republic, the symbol and bastion of democracy in the galaxy, is failing. Darth Malak has taken over the Sith Empire, and his first - and to date the most lethal - act was to destroy the ecumenopolis of Taris. A once-wealthy planet, thriving in business and situated on a major hyperspace transport hub, it now lies in ruin, a fallen wasteland left as a reminder of the power of the Sith and their lust to destroy any who oppose them, especially the Jedi. And as they have shown, the Sith will do anything - ANYTHING - to make the Jedi pay for whatever wrong the Sith feel have been inflicted upon them. The Dark Side of the Force is very powerful, and corrupting, indeed.

But the Sith aren't the only enemy of the Republic. The Jedi are at war with themselves, still reeling over the defections of Malak and Revan, and the Republic army they commanded. Revan has been struck down and recaptured, but Malak's escape and eventual overtaking of Taris has left yet another deep scar on the once-proud galactic peacekeepers. The Jedi are lost, directionless, and trying to find any foothold to reclaim not only the galaxy, but their former glory.

The citizens of the galaxy are in fear for their very lives, whispers abounding about their own planets next in line for destruction. The Jedi it is said are powerless to stop the Sith Empire; if they can allow Taris to be destroyed, what is stopping Malak from coming after the rest of the civilized worlds? And what will happen to those planets in the Outer Rim, with no real presence by the Republic? The war needs to end; the Sith need to be stopped. But it doesn't seem as if anyone in these times are capable. Or are they?

The Game
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Yes, it seems that there are those out there who wish to see order restored to the galaxy; to see the Republic and the Jedi order returned to their former glory. And it is you who are those heroes. People from any and every planet, from the Deep Core to the Outer Rim, who wish to see the wars end, the Sith destroyed, and the galaxy brought back to peace.

I have a bunch of one-shots from different Star Wars systems, a book filled with notes, and a pile of post-its with illegible chicken scratches that I'm going to try cobbling together into a campaign. None of the material I have is linked together in any way, apart from it all being Star Wars. And that's the beauty of this genre: the galaxy is so large that any story can be told. And that's what I'm going to try and do.

Before we get into the gory details of what this is and what I hope to accomplish, let’s set some ground rules. Sort of and introduction to who I am, and what you can expect from me. To start, I’m krossingkhory. My personal pronouns are he, him, they, them, you, that guy, dude, you there…pretty much anything. I’m fairly easy-going, and I try to not let too much bother me. I am somewhat new around here, but don’t let my noobness on the site mislead you; I’ve been gaming since the original D&D cartoon was in first run on Saturday mornings. Yes, I’m old. But I love to game, and with no RL group any longer, well, here I am.

I want this game to be a long-term campaign. Heroes start small, take on missions, get bigger, take on bigger missions, rinse-and-repeat. And as I stated above, the only limit to the stories that will get told here will be our collective imagination. The missions you'll get will be dispensed via some overbearing Republic agency, and based on the outcome of those initial missions, more missions will come your way. Or maybe not. We shall see!

I like games that move. Even if they are moving glacially, I like it when they move. When players and GM alike work together to keep the story flowing, to keep the action happening, to keep the game moving. Games that don’t move end up dying, and none of us wants to see that. A GM I came across on another site said something that I found to be very prescient, and I'm lifting those words and reprinting them here:

I'm also a big believer in the importance of momentum in a game. Posts beget posts beget posts. Slow responses beget slow responses beget dead games.

I like what he said there, and I am going to lift that for this game here. The more the players post, the more I will post, the more the game will move on. Which is what we all want out of any game that we play, right? Right!

I am going to shoot for two posts per week. Whether that ends up being a novella or two sentences, that is the goal for the post rate. I know that things happen, and sometimes you don’t have anything to really add to the current scene. But a simple post like “Herman, with nothing to really add, asks the rest of the group ‘Hey, are we ready to get moving here?’” can go a LONG way. This kind of feeds into…

…communicating with one another. Me with you, you with me, you with each other. All of us talking about the game, what is happening, what the options are. The same GM I quoted above mentioned this in his advertisement, and I’m lifting that too. Gee, am I turning into a thief here? Gosh, I hope that’s ok. Anyhow, we all need to talk. Ask questions, make sure I’m paying attention, poke each other to get moving. If we do that, I think we’ll all enjoy this a whole lot more.

Now, with all that said, let’s dive into…
 
Application
I won't post up a full set of character creation rules here, as that will be in the game forum. But I can give an idea, as well as what I’d like to see in your application.

Game System
Star Wars 5E. Should be self-explanatory based on the tag for the thread title, but you never know! Let’s be clear about this up front.

Allowed Material
Any of the books that are produced for the Star Wars 5E system are allowed. Do not confuse this to mean that anything for D&D 5E is allowed; this is Star Wars, not Dungeons & Dragons. Please see the FAQ below for a (somewhat) complete list of stuff that is not allowed for this game.

Species
Most species are allowed for use in this game. There are some that are banned; a full list of those can be found in the game forum.

Classes/Subclasses
All classes and their archetypes/variants are allowed. Please note, however, that only 1 force-using character will be accepted into the group. This means that there will be 1 Guardian OR 1 Consular OR 1 Sentinel in the group. No more that that as I don't want an entire group of Jedi wandering about the galaxy. Keep that in mind when creating your character as, contrary to what a lot of games do, you WILL be competing for that one spot should you create a force-sensitive character.

Starting Level
1st. I know - boo. But the missions are short, and you'll level up quickly. I hope.

Attributes
The standard array of 15, 14, 13, 12, 10, 8 will be used. My experiment with rolling in my 5E game didn't go so well.

Hit Points
Maximum at 1st level. After 1st level, we will use the higher of a dice roll or the average for the class you level up in.

Starting Equipment
Whatever you are granted from your Background and Class. You are allowed to sell starting equipment for extra credits to purchase other equipment.

Backgrounds
Any from the allowed material. No custom backgrounds, please.

The full set of rules, to include what an application should contain, is in the game forum. Go ahead and check them out!

Additional Information
More information? Like, how much stuff do I have to say in this ad? A lot, apparently. :)
 
  • Accepted Players: 4-6 players.
  • Posting Rate: 2 per week.
  • Starting Level: 1, and we will be using the milestone system. That is, I’ll simply tell you when you level up.
  • Setting: The Old Republic.


Application Deadline: October 15, 2024, followed by a 1 week period of reviews. I may shorten this timeframe based upon interest and/or number of applications.
 
Frequently Asked Questions
Q: Should I apply to this game?
A: If you’ve made it this far and you answer “No”, I question your sanity.

Q: Will there be AI used in this game?
A: I will use as little AI as I possibly can. I am big on using images, and I will pull maps and images off the internet where they are needed. And to be fair, I will only use images and maps that are either free to use OR that I have paid for. Artists have to eat, too.

Q: Will you be balancing the party with skills/abilities/classes?
A: Nope. While class/skill/ability does play a small part in my selections, I won’t intentionally say “We need x, y, z...,” and so on. If we end up with 5 Scouts, so be it.

Q: Can I apply if I'm new?
A: I’m semi-new to the site, and I’m running this mess. So if you’re new, all I can say is “The water’s fine, so why don’t you join us?”.

Q: Will we have access to more setting information?
A: Check out what I've already given in the game forum! And if that isn't enough, ask away and I'll provide more!

Q: Do the characters all know each other at the start of the game?
A: Yes. The opening of the game will see the characters already together and knowing each other. You do not need to have history with the other characters, but you will at least know each other.

Q: What is the current year or time period in the game?
A: 3956 BBY. We are nearing the end of the Jedi Civil War, and about to get into the Dark Wars. Malak has overthrown Revan and has laid waste to Taris, but the battle of Rakata Prime has not yet happened.

Q: Do force-using races such as Felucians and Miraluka count towards the limit on the number of force-using characters that will be selected for the group?
A: Yes. The limit is specific to the group as a whole, not just on Classes. If this limit on force-using races was not applied, it would open the door to more.force users than I wish to have in the game.

 

  1. What's new in this game
  2. Hopefully Kayde is good, and you'll also have a Berserker to choose from.
  3. Just a friendly reminder that we are 1 week out from the application deadline for this game. As it stands now, we have 8 finished applications and 10 in some form of WIP status. The 8 finished applications include: 1 Guardian 2 Sentinels 2 Operatives 1 Scholar 1 Scout 1 Engineer Keep in mind that I will be selecting upwards of 6 total characters, with only 1 of them potentially being a Force user.
  4. So, I just looked through my char (doing a bit of a quadruple check), and realized that my stats for damage dice were not yet up to date after the gear changes. Sry about this I think everything should be good now. If you need to know I changed: 1d6 (1d8, phasestrike) +2, fire to 1d8 (1d10, Versatile) +2, energy
  5. You can either play one and hope to find a weapon that does sonic damage in game, or play a different species.
  6. Hey @krossingkhory was thinking of playing a Geonosian, and they get proficiency with blasters that do sonic damage. but there aren't any in the PHB. what is your guidance here?
  7. Plot Twist: A vibropick is the only object that will save the galaxy! The leader of the B'rknaa, an inorganic species composed of crystalline substructures, has food stuck in his teeth and is getting more and more angry as time passes. Their sector of space is a critical juncture point that, with the proper access, would allow Republic freighters better access to a major hyperspace lane. Our heroes must find his special vibropick that has somehow made its way into the unkown regions and return it before the special negotiating session is over! Or something like that. 😁
  8. Plot twist: A vibropick is the main villain only weakness because he use a very old and exotic Sith technique that turn him into rock
  9. They are at the bottom of the character sheet post. Just click on the buttons. They are in spoiler blocks. If you want I can pull them out of the spoilers.
  10. @Draidden You are missing Background, Appearance, and Personality. Can you add these please?
  11. Good call. I'm actually surprised that there is equipment in the Backgrounds that isn't accounted for in the writeups. But, que sera.
  12. Alright, sounds good. I don't see the vibropick coming up all that much - I don't ever intend for the character to use it as a weapon, and if we're actually in a situation where we have to hit rocks I'll be amazed - but I figured in light of the "no Starting Equipment from non-PHB sources" ruling, I should clarify in advance.
  13. Writing Example Rion waited impatiently for his crew to return. They were off on whatever job they contracted to do. Being new to the ship he was not fully trusted yet with the details and was left to “guard” the ship. He sat in the co-pilot seat listening in on the different comm channels listening for signs of trouble. And then he heard it. Over the security police channel. There was a running fire fight going on near the space docks. One armed group running with another pursuing and both firing blasters at each other. He couldn’t be positive that that was his crew, until his comm unit went off and he answered. Capt’n Greeta Rion get off your ass and get the ship ready to go! We are coming in hot! Figuring this was likely to be the case, he had already performed all the prechecks and had the engines ready to fire up. With the flick of a few switches the engines fire up and he dropped the boarding ramp. Not very long after that he saw his crew come running into the bay firing their blasters at someone behind them. His team consisted of Capt’n Greeta, a female Twilek, Drix a male Lasat, Draccs a male Transdoshan and Aleas a male Zabrak. They were moving from one bit of cover to the next, alternating between firing and covering the others and running. As they made the ramp, Capt’ Greeta Go! Go! Go! Rion did as he was told and as he kicked in the engines and lifted off he heard the boarding ramp shut. He aimed the ship for space and kicked in the drives and the ship shot off. Shortly after that Capt’n Greeta came in and quickly took the pilot seat and control of the ship. Capt’n Greeta Get back there. We have a lockbox that has a tracking device on it. You need to find the tracker and either disable it or get rid of it. Hurry up or we will all sorts of ships coming after us. Rion On it! He replied as he was already halfway out of the cockpit. He dodged Drix as he came in to take the co-pilot seat. Rion knew from past experiences that Draccs and Aleas would already be at the controls for the weapons. As he moved towards the common area he grabbed the box and dragged it over to the table. The box was about 2 feet high, 3 feet across and another two feet deep. He took a seat and strapped himself in and using both feet and his lower arms he held onto the box while he started looking it over. A quick inspection showed that the tracker had to be inside, so he went to work on the lock. He was glad he was strapped in and had a tight hold on the box because just then the ship shook and pitched quickly to the side. Capt’n Greeta over the comms Hurry up Rion! Rion I am going as fast as I can! This is not easy with the ship jumping all over the place! Capt’n Greeta Well deal with it. Can’t give you an easy flight with the two Fury Interceptors on our tail shooting at us. Rion does his best to tune out the sound of the ships cannons firing back and the wild ride he was getting. He just held on as tight as he could to the box and kept working on the lock. After what seemed like forever, but was only a little over a minute, he got the box open. A quick inspection of the contents told him the tracker was built into the box. So rather than wasting more time, he dumped the contents onto the table. There where lots of credits as well as some papers and a fancy looking blaster pistol. He unbuckled and ran to the airlock with the box and the blaster. He placed the box in the airlock and closed the inside door. Rion Got it Capt’n! Box is empty and in the airlock. Just tell me when and I will jettison it! Capt’n Greeta Good Job! Give me a second to get things set up and we are away. The ship shook from more lasers hitting the shields. Luckily none had gotten through yet. He tucked the blaster into his outfit to keep it safe. A couple more wild pitches of the ship and he finally got the signal. Capt’n Greeta NOW! He punched the button and watched the box get sucked out as the outer airlock opened. And then felt the ship jump as it went to light speed. He hit the button to close the outer door and then sank down onto the floor to breath a sigh of relief. Finally getting up he joined the others who had all come into the common area and were busy picking up the credits and letting them run through their fingers as they laughed. The Capt’n had grabbed the papers and was smiling at those. No one seemed to know about the missing blaster, so Rion kept it that way.
  14. Model Designation: T3-D9R Friendly Name: Digger Aligned: Neutral Balanced Droid, Class II - Utility Primary Programming Package (Class): Engineer Secondary Programming Package (Subclass): Gadgeteer Additional Programming Package (Background): Archaeologist Proficiency Bonus: +2 Saving Throws Strength +0, Dexterity +2, Constitution +3, Intelligence +5, Wisdom +2, Charisma -1 Tool Programming: Security Kit, Scavenger's Kit, Slicer's Kit, Tinker's Implements Languages: Galactic Basic (cannot speak), Binary, Binary (cannot speak), Huttese (cannot speak) Strength Dexterity Constitution Intelligence Wisdom Charisma 10 15 12 17 14 8 +0 +2 +1 +3 +2 -1 Athletics +0 Acrobatics +2 Sleight of Hand +2 Stealth +4 Investigation +5 Lore +5 Nature +5 Piloting +5 Technology +5 Animal Handling +2 Insight +2 Medicine +2 Perception +4 Survival +2 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Combat Programming Proficiencies: simple blaster weapons, simple vibro weapons, light armor Integrated Armor Plating: Combat Jumpsuit Armor Class: 13 Resistances: Necrotic, Poison, Psychic Immunities: Disease, Poison Vulnerabilities: Ion Disadvantages: Electricity, Ion Weapon Loadout Blaster Pistol: +4 to hit; 1d6+2 energy damage Special Options: Potent Aptitude (d4) 2/day Techcasting Tech Attacks + 5 Tech Save DC 13 Tech Points: 5; Max Tech Power Level: 1st At-Will Powers: ElectroshockLightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., ExtinguishYou spray carbon foam in a 5-foot cube originating from a point within range. Flames within the affected area are instantly quenched, and objects within the affected area cannot be ignited for at least one minute. Any creature in the affected area must make a Constitution saving throw or take 1d4 cold damage. When you reach 5th level, this power can instead target a 10-foot cube within range. You gain additional options of increasing size when you reach 11th level (15-foot cube), and 17th level (20-foot cube)., LightYou touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power., MendingThis ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. If you target a droid or construction with this feature, it can spend and roll one of its Hit Dice and regain that many hit points. 1st-Level Powers: HologramYou create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image., Stack the DeckYou boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd, 6th, or 9th level, the die increases to d6, d8, and d10, respectively. Equipment Weapons: blaster pistol with two energy cells Armor: Combat suit Toolkits: Slicer's Kit (Integrated), Security Kit, Tinker's Implements Other: Digital map to ruin on Padamus Minor, Glowrod, Vibropick, shovel, ancient coin Credits: 70 Weight Carried: 41.5 lbs Equipment Notes Class II Droid Information Engineer Information Background Information Ability Score Breakdown: Str 10, Dex 15 (14+1 Species), Con 12, Int 17 (15+2 Species), Wis 14 (13+1 Perceptive feat), Cha 8
  15. Switch out the lantern for a glowrod. The vibropick...not sure. Let me get clarification from the devs again! EDIT: Per Wookieepedia, the vibropick was a tool common in its usage in the spice mines of Kessel. It is effectively a vibration-capable variant of the standard pick...which doesn't have an entry at SW5E either. As it's a basic vibrotool/weapon, we can use the stats for a TechAxe if necessary. But it's basically used for picking through rock in a mine.
  16. So...I hate to have to bring this back up, but I've got a question on this. The Archaeologist background I'm using grants the following starting equipment: A case containing a physical or digital map to a ruin or dungeon, a lantern, a vibropick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 250 cr The two bolded items don't have any write up at all on SW5E. How would you like to handle them for character creation purposes, and in-game?
  17. Gender: Female Race: Human Alignment: Chaotic Light Class: Sentinel Background: Jedi Passive Perception: 14 Passive Investigation: 10 Passive Insight: 14 Hit Points: 10/10 Hit Dice: 1d8 AC: 17 Initiative: +4 Size: Medium Speed: 30ft "Shadows exist only because of the light, but they are ever at risk of being consumed by the darkness.'' ABILITIES & SKILLS Proficiency Bonus: +2 STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 12 (+1) Save -1 Save +6 Save +2 Save +0 Save +2 Save +3 -1 Athetics +6 Acrobatics +6 Sleight of Hand +6 Stealth +0 Investigation +0 Lore +0 Nature +0 Piloting +0 Technology +2 Animal Handling +4 Insight +2 Medicine +4 Perception +2 Survival +1 Deception +1 Intimidation +1 Performance +3 Persuasion *Expertise Bold= Proficiency PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES BACKGROUND/CLASS ABILITIES SPECIE TRAITS Simple lightweapons, Simple vibroweapons Martial lightweapons with the finesse property, Martial vibroweapons with the finesse property Blaster pistol (human) Light armor Artificer's implements (background) Security kit (Human) Forgery kit Galactic Basic Bothan Rodian Formfighting Dabbler feat (Background)You’ve dabbled in the basics of the known forms of lightsaber combat. You gain the following benefits: Increase an ability score of your choice by 1, to a maximum of 20. (Dexterity) You learn one lightsaber form, detailed later in this chapter. If you already know at least one lightsaber form, you instead learn three lightsaber forms. If you already know at least three lightsaber forms, you instead learn seven lightsaber forms. If you already know at least ten lightsaber forms, you instead learn the remaining forms. Twilight Form (Background)As a part of the bonus action to adopt this form, you can mask yourself with the force to attempt to hide from an enemy you can see. Make a Dexterity (Stealth) check contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, you become invisible to that creature until the start of your next turn, or until you attack, cast a power, or otherwise take a hostile action against it. ForcecastingSentinel: 1st level In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list. Force Powers Known You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. Force Points You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest. Max Power Level Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table. You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest. Forcecasting Ability Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one. Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier Force attack modifier = your proficiency bonus + your forcecasting ability modifier Led by the ForceYou can add half your proficiency bonus to any ability check you make that doesn’t already include your proficiency bonus. Ability Score Increase+2 Dexterity, +1 Wisdom, +1 Constitution DefiantHumans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). Once you’ve used this feature, you must complete a short or long rest before you can use it again. Human VersatilityYou gain proficiency in one skill, one tool, and one weapon of your choice. Sleight of hand, Security Kit, Blaster Pistol ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Lightfoil +6 1d8+4 Finesse, hidden, luminous Hidden blade +6 1d4+4 Finesse, fixed, hidden, light Blaster pistol +6 1d6+4 Power cell (range 50/200), reload 16 CREDITS AND VALUABLES Credits: 555 Other valuables: ENCUMBRANCE Weight: 76.5 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None EQUIPMENT READIED Equipped items can be retrieved with a manipulate item interaction. ARMOR WEAPONS READIED ITEMS Fiber Armor Light Shield Generator Lightfoil Blaster Pistol x2 Hidden blade 2 Power cells Security kit Commlink EQUIPMENT STORED Worn Items: (76.5 lbs.) Worn items can be retrieved with an action. Worn ( lbs.) Stored ( lbs.) Fiber Armor (13 lbs) Light shield generator (0 lbs) Lightfoil (1.5 lbs) 2 Hidden Blades (1 lbs each) Blaster Pistol (2.5 lbs) Dungeoneer's kitbackpack (5lbs), five glowrods (2 lbs each) fusion cutter (2 lbs) grappling hook (4 lbs) chronometer (1 bls) 10 days of field rations (1 lbs each) canteen (3 lbs) 50 feet of fibercord (2 lbs) (40 lbs) Artificer's Implement (5 lbs) Forgery Kit (5 lbs) Security Kit (3 lbs) Copy of the Jedi code Common clothes (3 lbs) Commlink (0.5 lbs) belt pouch (1 lbs) ENHANCED ITEMS Enhanced Items: (0 lbs.) NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (3 lbs.) FORCE POWERS Force Points: 3 Max power level: 1st Light save: 12 Dark save: 11 Light attack bonus: +4 Dark attack bonus: +3 Power Known: Saber ReflectIn response to being attacked, you raise your weapon to attempt to deflect. When you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage. The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Wall RunUntil the end of the turn, you have a climbing speed equal to your walking speed and you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks that involve movement. For the same duration, you can move up, down, and across vertical surfaces while leaving your hands free. This does not allow you to move upside down along ceilings. If you are on a vertical surface when you no longer have a climbing speed, you immediately fall unless you have some other means of remaining there. Affect MindChoose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target. On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs. Force Push/Pullou gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see. You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 kinetic damage. This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 Force TechniqueYou imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends. This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Force MaskUntil the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person. This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC. PhasestrikeOnce before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. CHARACTER OVERVIEW Appearance Age: 19 Height: 5' Weight: 95 lbs Hair: Black Eyes: Hazel Complexion: Fair Tya Malon have quite a small stature. Her slender build and unassuming physique mask a remarkable dexterity and agility, almost feline-like, similar to the graceful movements of a Raxshir. At just 19 years old, her youth contrasts sharply with the weight she seems to carry in her demeanor. Her black hair, cut to shoulder length with bangs that frame her face, moves with her as she walks. Her hazel eyes, sharp and alert, often give the impression of someone perpetually irritated or stern, even though it’s just her natural resting expression. There’s a fierceness in her gaze that suggests a strong-willed, determined young woman who has seen and experienced more than her years might suggest. Tya’s outfit is practical yet distinctive. She wears a sleeveless dark mauve Jedi tunic, trimmed with bronze edges. The tunic allows for freedom of movement, perfect for someone who relies more on agility than brute strength. Her dark mauve pants, loose-fitting and comfortable, complement the tunic, while her black leather boots and gloves provide protection and durability. At her belt hangs a one-handed dueling lightsaber, its black hilt unadorned and utilitarian except for the intricately woven pommel, which forms a triangular pattern with holes. The blade is a glowing white with green tone and hue. On the same side as her dominant right hand, Tya also carries a blaster pistol—a practical weapon that complements her lightsaber. It’s a sign of the training she received from her master Alaric, blending traditional Jedi teachings with unorthodox skills and approaches to many situation, combat included.
  18. Kayde Styrka- Human Beserker AC: 14 | HP: 14/14 | Initiative: +2 | Passive Perception: 12 Kayde bounced back and forth on the balls of his feet, watching his opponents' actions. The morning sun yet risen high enough in the skies to provide light in the pits. He studied his nemesis's face to try and see a tell. Would his fellow combatant see a weak spot in his own defense, could Kayde luring his opponent in and take advantage of him, there was so much thinking in these gladiator battles. "Ha to scared to come hit me?", he mockingly yelled. "What are you a man or a wamprat?", he goaded Martel. The other boy was bigger and strong than he was, and just like him forced to fight in the pit ring. He's faced Martel maybe a dozen times and each time, he's been beaten to a bloody pulp. Some of the miners cry for his execution, but Martel doesn't do the final deed, instead he pumps his fist in the air in victory and walks off. Perhaps that is Martel's way of being kind. Kayde shook his head in defiance, No, he thought, Martel is his enemy. Just as he shook his head to his own thoughts, Martel moved and the staff he was wielding came down at Kayde's head like lightning striking, except Kayde new this move and ducked and stepped to the right, only to see the back end of Martel's staff careening toward his face. Kayde tried to duck and poke with his own staff, but things didn't go as planned. Kayde's face erupted in pain and he cried out as his vision went dark, "Aaahhhh!". Still he has tried to strike back and before his vision failed him, he knew the butt of his staff poked into Martel's abdomen. He smiled at that; he was getting better. The crack on the side of his head fell Kayde to the ground, his vision dark and his head opened up to gush blood. Kayde groaned, "I'll get you for that you bloody lurchworm, Bantha dung...." a series of curses exuded from his mouth as Kayde planted his staff on the ground and helped himself up as his vision came back. Kayde took up position again, against Martel and faced his opponent, his vision blurry eventually cleared and he saw no one. Kayde looked around him and no miners, no Martel no onlookers were watching him. In fact, it was starting to get quite dark. He screamed in anger and rage, blood boiling inside him, he had lost again. His anger fueled him, feeling invincible but there was nothing to attack, nothing to defend just the emptiness of being a loser once more. Kayde looked up and saw a guard on the cliff's edge watching with blaster in hand, pew pew, fired the guard a few feet from where he was standing, a few pieces of rock and dust scattered and hit Kayde's leg, "Hey you, thought you'd be dead, go back to the slave chambers for bed, the day's over." Kayde hung his head and let his rage dissipate, it was no use. If he didn't overcome Martel yet, he would not overcome the guards. He must do better; he must be better. He hurried off to the sleep chambers and found a hard piece of floor to lay on, a laugh echoed in the chamber as he entered and somebody yelled something at him, but he didn't listen. His head hurt too much, he laid down and struggled to sleep, but eventually he did, and it wasn't restful, but it was sleep. He'll beat Martel next time, as soon as his headache was gone.
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