Jump to content

Important NPCs of the Legacy Fleet


Prestar

Recommended Posts

Admiral Felissyti Cronveldt loki-wunmi-mosaku-disney-plus-855x570.jpg

NAME: Admiral Felissyti Cronveldt AGE 64
TEMPLATE TYPE: NPC Rebel/New Republic Admiral HEIGHT: 1.65 m
GENDER & SPECIES: Lorridian Female WEIGHT: 61.2 kg


Physical Description: Admiral Felissyti Cronveldt actually manages to fade into the background...until she exercises her command authority, then all eyes are drawn to her. A dark-skinned Lorridian female, Admiral Cronveldt is usually seen in uniform, except for when she is exercising, at which point she is in conservative exercise wear. After an incident early in her career when she was caught without a blaster handy during a pirate boarding, she is always armed, or at least has a blaster within arms reach (she has one on her bedside table, and the infamous "shower blaster" waterproofed and stored within arm's reach of her shower). She tends to have her uniforms cut conservatively, thus they tend to hide her figure and depersonalize her.
 

DEXTERITY 4D
Blaster 6D
Brawling Parry 6D
Dodge 6D
Grenade 5D
Melee Combat 6D
Melee Parry 6D
Running 5D
STRENGTH 3D
Brawling 6D
Climbing/Jumping 5D
Lifting 5D
Stamina 6D
Swimming 6D
PERCEPTION 4D
Bargain 6D
Command 7D
Persuasion 6D
Search 5D
KNOWLEDGE 4D
Alien Species
Bureaucracy 6D
Cultures
Intimidation
Languages 5D
Planetary Systems 5D
Streetwise
Survival
Tactics 8D
Value 5D
Willpower 7D
MECHANICAL 4D
Capital Ship Gunnery 5D
Capital Ship Piloting 5D
Capital Ship Shields 5D
Communications 5D
Ground Vehicle Operation
Hover Vehicle Operation
Repulsorlift Operation
Sensors 5D
TECHNICAL 3D
Capital Ship Repair 5D
Capital Ship Weapon Repair 5D
Computer Programming/Repair
Demolitions
First Aid 4D
SPECIAL ABILITIES: Kinetic Communication 6D
Body Language
Time to use: One round.
Traditionally raised Lorrdians can interpret body gestures and movements, and can often tell a person’s disposition just by their posture. Given enough time, a Lorrdian can get a fairly accurate idea of a person’s emotional state. The difficulty is determined based on the target’s state of mind and how hard the target is trying to conceal his or her emotional state. Allow a Lorrdian character to make a body language or Perception roll based on the difficulties below. These difficulties should be modified based on a number of factors, including if the Lorrdian is familiar with the person’s culture, whether the person is attempting to coneal their feelings, or if they are using unfamiliar gestures or mannerisms.
Difficulty: Very Easy - Extremely intense state (rage, hate,intense sorrow, ecstatic).
Easy - Intense emotional state (agitation, anger,happiness).
Moderate - Moderate emotional state (one emotion is slightly significant over all others).
Difficult - Mild emotion or character is actively trying to hide emotional state (must make a Willpower roll to hide emotion; base difficulty on intensity of emotion. Very Difficult for extremely intense emotion. Difficult for intense emotion. Moderate for moderate emotion. Easy for mild emotion. Very Easy for very mild emotion).
Very Difficult - Very Mild emotion or character is very actively trying to hide emotional state.

Kinetic Communication
Lorrdians can communicate with one another by means of a language of subtle facial expressions, muscle ticks and body gestures. In game terms, this means that two Lorrdians who can see one another can surreptitiously communicate in total silence.This is a special ability because the language is so complex that only an individual raised fully in the Lorrdian culture can learn the subtleties of the language.
Move: 10
Force Sensitive? No
Force Points: 5
Dark Side Points: 2
Character Points: 10
Credits: 125,000
Equipment:
BlastTech DT-57 "Annihilator"
Heavy Blaster Pistol, Damage 6D+1, Ammo 25, Range 3-7/25/50

4 spare Heavy Blaster Pistol power packs
Wrokix Works Armored Space Suit
+1D vs. all energy attacks, +2D vs. all physical attacks, -1D Dexterity; life support for 5 hours and internal gyro stabilizer +1D to Dexterity in Zero-G situations

Visual Wrist Comm
Range: 75 kilometers over land and up to low orbit; Can send & receive 2-D images as well as standard audio, Energy cell lasts 10 days, also functions as a very basic datapad

Background: Felissyti Cronveldt came from a family with a long line of service in the Republic Navy, going all the way back at least as far as the times of Revan and that bunch of Sith. As a child, she looked forward to serving in the Republic Forces, even knowing the risks, although her family insisted that she get a university degree first. She acquiesced with grace, and managed to get admitted to the prestigious Mon Calamari Academy for Starship Design.

Thus, she was unable to participate in the Clone Wars, and, being raised as a staunch believer in the Republic and all that it stood for, could not stomach the Empire's politics or its policies. She studied as long as she could before the Imperials forcibly occupied Dac (commonly known as Mon Calamari). She quickly joined up with a resistance cell, then became a double-agent for them, infiltrating various Imperial organizations as a "loyal human" and passing along intelligence on Imperial operations.

Her crowning glory as part of the Mon Calamari resistance was finding out that Grand Moff Tarkin had a Mon Calamari slave by the name of Ackbar whom he taught tactics, strategy, and all of the skills necessary to run a modern space navy to. She, due to being one of the local COMPNOR's "star representatives" and an up-and-coming starship designer, was introduced to Grand Moff Tarkin and his slave during a reception for the Grand Moff. Felissyti successfully subtly steered the conversation to information she wanted to know; Grand Moff Tarkin, being experienced at high-level politics, assumed she was interested in order to move higher up the Imperial food chain, not because she was a Mon Calamari Resistance spy, and told her everything he could. When he had to go off and meet other Imperial VIPs, he left Ackbar to continue to educate and entertain her.

She quickly figured out that Ackbar was an immense resource if he could be rescued, and managed to get all the details Ackbar knew about the security at the Moff's temporary residence on Mon Calamari, in addition to verifying that Ackbar was skilled enough to perform an extraction on. As the Grand Moff was going to be touring the Mon Calamari yards and conducting meetings with the local Imperial apparatus to see about converting those yards to making Star Destroyers for the next couple of months, the Mon Calamari Resistance had just enough time to call in the fledgling Rebel Alliance for help.

A month later, the now-united forces of the Mon Calamari Resistance and Rebel Alliance made the strike, aided by Captain Juno Eclipse, and freed Ackbar, although their attempt on Grand Moff Tarkin's life failed. Promoted to Commander, Gial Ackbar took Felissyti as one of his proteges in thanks for her role in freeing him, and found a capable mind that naturally took to tactics, strategy, and naval command. When he was promoted to Admiral, he insisted that Commander Cronveldt be promoted to being his Flag Captain, despite the fact that she was a Lorridian. Over the objections of several more senior Rebel Mon Calamari officers, Felissyti was allowed to demonstrate her skills, and proved that she was one of the rare non-Mon Cal that could use their displays. (She explained that she had become used to them after so many years of living on Dac and studying at the Mon Calamari Academy for Starship Design.)

Proving herself, the Mon Cal crews under her command quickly warmed to her, especially when she proved that, while she wasn't their equal in the water, she was still in the same league and always game for traditional Mon Cal watersports. Shortly before the Battle of Endor, she was promoted to Admiral and given command of Task Force Omicron-Nebula One-Three, which she commanded for the next several years, up until the founding of Master Luke Skywalker's Jedi Praxeum, when she was promoted to command of Battlegroup Reef Dancer, whom she ably led all the way through the end of the Yuuzhan Vong Wars, whereupon she was given command of the Legacy Fleet, sent on patrol for a year, then ordered to do a good will tour for a year before being reassigned to the Admiralty, along with her ships being retired.

Felissyti is aware that her rather blunt actions and speeches have made her Senatorial enemies, although she is relatively confident she can manage to get transferred back to a space-going command for the last years of her service before she retires. She does not expect any trouble with this last-minute detour...

Personality: Blunt but tactically brillant. She is infamous for telling superiors that their battleplans are "suicidal bullshit", then presenting a fixed, more-likely-to-succeed plan. She is also infamous for relieving Commander Amilyn Holdo for cause for attempting to push an attack against Imperials with no regard for possible casualties, as well as failing to explain to her subordinates why the attack was so important. (Holdo's military career never recovered, although she became a Senator for her planet once the New Republic formed.) But Felissyti cares not for the politics of a situation (although she is quite capable of manipulating politicians to achieve her mission, she just does not do so as a first option), instead focusing on the costs to her personnel and the damage inflicted upon her ships. She is immensely popular with her subordinates, as they know that she will do her utmost to keep as many of them alive as possible while still achieving the mission, and given the odds the Rebel Alliance faced (which many of her crews were in service for), they are greatly appreciative of her expertise and ethics.

Link to comment
Share on other sites

Colonel Ansen Fell Vanghli

04SWD6SpecForCommander.jpg.ec15f485f2eb3e059416afa923e63af0.jpg
NAME: Colonel Ansen "Fell Reaper" Fell Vanghli AGE 49
TEMPLATE TYPE: NPC Special Forces Commander HEIGHT: 1.77 m
GENDER & SPECIES: Human Female WEIGHT: 65.6 kg


Physical Description: Solidly built, with brown hair, piercing eyes, and a serious attitude of badass. That is what just about everyone says about Colonel Ansen "Fell Reaper" Vanghli. Truthfully, she is all of those things, but she also possesses an ability to blend in until its either time to rally the troops or start killing enemies...or both at the same time. Then she stands out, a lethal beacon of badassness.
 

DEXTERITY 4D
Blaster 7D
Blaster Artillery 5D
Brawling Parry 7D
Dodge 7D
Firearm 7D
Grenade 7D
Melee Combat 7D
Melee Parry 7D
Missile Weapon 5D
Running 6D
Thrown Weapon 7D
Vehicle Blasters 5D
STRENGTH 6D
Brawling 7D
Climbing/Jumping
Lifting
Stamina
Swimming
PERCEPTION 4D
Command 8D
Hide 7D
Search 7D
Sneak 7D
KNOWLEDGE 4D
Alien Species
Bureaucracy
Cultures
Intimidation 6D
Languages 6D
Planetary Systems 6D
Streetwise 6D
Survival 6D
Tactics 7D
Willpower 8D
MECHANICAL 3D
Communications 6D
Ground Vehicle Operation
Hover Vehicle Operation
Repulsorlift Operation
Sensors 6D
TECHNICAL 3D
Armor Repair 5D
Blaster Repair 5D
Computer Programming/Repair
Demolitions 7D
First Aid 5D
Security 5D
SPECIAL ABILITIES: Move: 10
Force Sensitive? No
Force Points: 6
Dark Side Points: 4
Character Points: 15
Credits: 250,000
Equipment:
Merr-Sonn Repeater 3Z
Light Repeating Blaster, Damage 6D, Ammo 100, Range 3-30/100/250
4 spare Repeating Blaster power packs
G6 Heavy Blaster Carbine
Blaster Carbine, Can be set for 5D (125 ammo), 5D+1 (110), 5D+2 (100), 6D (80), 6D+1 (70), 6D+2 (60) and 7D (50), Range 3-75/150/300; Body: 3D+2 (+1D+1 armor); The standard scope adds +1D to hit for every round spent aiming to a maximum of +3D. The sensor allows the weapon to be SCOMP-linked to armor HUD systems or cybernetics adding +1D or +2D respectively.

15 spare Blaster Carbine power packs
Katarn Armor
+2D physical and energy, -1D Dexterity and related skills;
Comlink: Tongue-activated helmet comlink,
Retractable Vibroblade: Concealed in right gauntlet, does STR+1D+2 damage, uses melee combat skill. May be set to automatically spring out every time the user punches something, in which case it uses the brawling skill,
Sealed Body Glove: Climate controlled body glove and breath filter allows operation in uncomfortably cold or warm climates and limited protection in toxic-air environments,
Sealed suit allows up to twenty minutes exposure to the vacuum of space,
Auto-Bacta Injectors: When the wearer suffers a Wounded or worse injury, the system automatically injects bacta on the affected area. This does not actually heal the wound, but reduces the injury penalty by 1D (and keeps an Incapacitated character awake, as if he was only Wounded Twice). Unit has a single charge; multiple bacta injections grant no further benefits,
MFTAS: Multi-Frequency Targeting Acquisition System; adds +2D to Perception and search checks in low-visibility situations, +1D to ranged weapon skill uses against targets moving more than 10 meters per round; polarized lenses prevent flash-blinding,
Viewplate: Macrobinocular imaging set (50-100/200/500 meters range) with UV nightvision (See MFTAS, above),
Utility Belt: High-tension wire, grappling hooks, spare blaster power packs, ion flares, concentrated rations, spare comlink, water packs, 2 medpacs, additional supplies pouches.

Visual Wrist Comm
Range: 75 kilometers over land and up to low orbit; Can send & receive 2-D images as well as standard audio, Energy cell lasts 10 days, also functions as a very basic datapad

Background: Ansen Fell Vanghli joined a Rebel cell after graduating secondary school early on Alderaan, of all places, a year before the Battle of Yavin. She quickly found her way into Intelligence, working on a series of planets, one after the other, for the Rebels had found someone who was a natural-born killer. She could kill without hesitation and sleep well at night. Rebel Intelligence loved her, and Imperial Intelligence soon came to hate her...although they didn't know her as a specific person.

Instead, they just knew her as "The Reaper". Their double-agents and infiltrators would report the arrival of a new Rebel operative, then the Imperial operatives would go silent. Follow-up investigations would frequently reveal that the Imperial operative would turn up dead, frequently from decapitation or precise blaster shots to the head; the rest of the Imperial operatives simply diappeared. It took Imperial Intelligence until a year before the Battle of Endor to finally ID Ansen, by which time she was known as the "Fell Reaper" in Rebel Intelligence. General Crix Nadine thought she was one of his best assets; he quickly arranged a transfer to Special Forces as a Captain when it became too hot for her to work covertly anymore.

Ansen cut a wide, nasty swath through every Imperial force she went up against, whether the Rebels won or lost the battle. She quickly rose through the ranks, and was a full Commander by the time the Rebels took Coruscant and became the New Republic. She gained a reputation as a legendarily competent and hard Commanding Officer, but one that was fair, and always looked after her troops. But once combat started, she was a pure, relentless killing machine and expected her troops to be the same. Throughout her time serving with the New Republic Special Forces in various conflicts, she had a great many troops that transferred out from under her, and she allowed it with no prejudice; she is aware that she is very harsh in her standards, and that is not for everyone.

But those troops that stayed? They became the stuff of legends, even among Special Operations. Her unit never had a set name, or even a standard designation. They frequently changed designations and names, all the better to confuse their enemies, so they never got as well known as Rogue Squadron, the Katarn Commandoes, or even Wraith Squadron, to most of their fellows, let alone the public. Inside the cleared circles of New Republic Special Operations, Intelligence, and Command, however? They were some of the most-requested, and mission-completing, SOBs after Team Wraithglaive. (Helped along by the fact that Wraithglaive trained Ansen's unit frequently, imparting valuable techniques and survival advice.) Twenty-six years after joining the Rebels, Ansen finally made Colonel. Of course, Ansen's unit had a high turnover rate from transfers and casualties, but those that survived and stayed formed a hard core that ate the enemies of the Republic alive more often than not.

The Yuuzhan Vong War ground down Ansen's unit, but they always completed their objectives, despite having ever-more-fresh transfers in to replace the casualties. By the end of the Yuuzhan Vong War, only 11% of Ansen's unit remained from before the war. Ansen gladly agreed to train a last unit of Special Forces, oversee them peacekeeping and on the Legacy Fleet tour, then retire to an instructor position at the Special Forces Stage III Academy on Dantooine.

That all being said, her troops (and just about the entire rest of the Legacy Fleet) are scared shitless of her. They will more happily face the Yuuzhan Vong, the Hapans, the Chiss, and the Imperial Remnant at the same time than either embarass her or piss her off. Granted, she is a cool, calm person who very rarely looses her temper. She still gets a wide, respectful space when she moves through the halls of any of the ships of the Legacy Fleet, excepting Squadron Darkstar, who are used to bona fide badasses thanks to Team Wraithglaive.

Link to comment
Share on other sites

Colonel T'lysha Nwreen Yungeri

04SWD6FleetPurser.jpg.19dc8fe437e9363668de162f23748fce.jpg
NAME: Colonel T'lysha "Blaster Knight" Nwreen Yungeri AGE 77
TEMPLATE TYPE: NPC Marine Commander HEIGHT: 1.63 m
GENDER & SPECIES: Orion Rogue Female WEIGHT: 73 kg


Physical Description: Aside from her pointed ears and seven fingers, T'lysha is identical to a Human. She possesses a light skin tone and red hair. She was subjected to experimentation by the Confederacy of Independent Systems, resulting in an increased lifespan, enhanced abilities, and an immunity to all recreational substances, including alcohol. She also heals rather fast and is lethal to foreign fauna and flora, a fact that has caused her issues in her love life. She is a little notorious for forgetting whether she has clothing on when in quarters outside of combat alerts, which has led to several VIPs getting rather shocked when on tour. Her troops just take it in stride, "the Old Lady is eccentric". That she happens to look somewhere in her early 20s doesn't help. She tends to dress in sturdy combat-grade utility uniforms, combat armor, or leading-the-edge-of-fashion party clothing. When her hair isn't in a utilitarian hairdo, it is arranged in a complicated pattern of some type that makes the most of her pointed ears.
 

DEXTERITY 6D+1
Blaster 7D
Brawling Parry
Dodge 7D
Grenade
Melee Combat
Melee Parry
Running 7D
STRENGTH 5D+2
Brawlingl 7D+2
Climbing/Jumping 6D+1
Lifting
Stamina 6D
Swimming
PERCEPTION 6D+1
Bargain
Command 7D
Persuasion
Search
KNOWLEDGE 4D
Alien Species 5D+1
Bureaucracy 6D
Cultures 5D
Intimidation 6D+2
Languages 5D
Planetary Systems 5D
Streetwise 5D+1
Survival 5D
Tactics 6D
Value 5D
Willpower 7D+2
MECHANICAL 4D+2
Communications 5D
Ground Vehicle Operation 5D+2
Hover Vehicle Operation 5D+2
Repulsorlift Operation 5D+2
Sensors 5D
Swoop Operation 8D+1
TECHNICAL 4D+2
Armor Repair
Blaster Repair
Computer Programming/Repair 7D+1
Demolitions 5D+1
Droid Programming
Droid Repair
First Aid 5D+2
Security 7D+1
SPECIAL ABILITIES:
Sneak
Orions are brought up being stealthy. Add 2D to any Sneak check.

Streetwise
Orions travel the universe and live in the underworld. The learn a great deal about the criminal world and receive add 1D bonus to any Streetwise roll.

Bargaining
Orions are masters at Bargain and add 1D+2 to all Bargain rolls. (Note: This doesn't mean they know the actual value of the item, that is the Value skill, they are just great hagglers.)

Rapid Unnatural Artificial Healing
Her body swarming with bioengineered organisms adapted to her and nanomachines programmed only to rebuild her as well as store her memories at the time of death (if she dies) until her body is restored. She may make a Healing Roll with her Strength every 10 minutes so long as she is in the presence of matter and can breathe the atmosphere, as her nanomachines funnel matter into her body's repairs, and should they have to revive her, "load" her memories up to death (usually unpleasant and painful for the time leading to death), and ensure her metabolic processes function. It took her 17 deaths in 3 days to break free of her captors and go on a killing spree in the CIS research facility.

Recreational Substance, Venom, and Poison Immunity
Her system, aided by her nanomachines, isolates such substances, breaks them down into harmless components, scavenges useful components, and sends the rest to her liver and kidneys. It doesn't matter what the foreign substance is; this also applies to biological pathogens and chemical weapons. She is also effectively immune to radiation, as her system repairs the damage fast enough to be negligible. The downside is the fact that her nanites will kill anyone whose system they get into unless treated (the nanites are Ion-proofed) with Bacta and a blood filtering protocol--a very aggressive one--simultaneously within 6 hours. They will then break down the body over another hour, scavenging it for useable resources, replicating themselves as necessary to transport it, before "calling" her to the location of the pile of nanites to be absorbed by her.
She has been known to inject or stab her blood into her enemies to kill them and heal herself.
Move: 10
Force Sensitive? No
Force Points: 13
Dark Side Points: 9
Character Points: 1
Credits: 1,371,918
Equipment:
Caliban Model X
Heavy Blaster Pistol, Damage 5D+1, Ammo 30, Range 32-5/15/35

5 spare Heavy Blaster Pistol power packs
 

Merr-Sonn G8

Blaster Rifle, Damage 5D+1, Ammo 100, Range 4-40/120/350

10 spare Blaster Rifle power packs
 

KDF M83 Heavy Combat Armor

+2D vs. all energy attacks, +4D vs. all physical attacks, -1D Dexterity;
Environmentally Sealed and has breathing filters which remove most hazardous molecules as well as an internal air supply which can last for 2 hours as well as also being temperature controlled to operate comfortably in temperatures ranging from -25 to 100 degrees Celsius;
Strength-Enhancing Servos add +2D to Lifting;
Electro-adhesive Pads are built into the hands, feet, and knees of the suit, these “gecko-like” pads give +2D to Climbing rolls;
Full Suite of Sensors including Thermographic, Infrared and Low-Light sensors give the wearer +2D to sight-based Perception checks in low-light conditions plus advanced hearing and sound filtration systems give a +1D to hearing-based Perception checks and protect the wearer from hearing damage due to loud noises;
Macrobinocular Lenses are built into the face mask, adding +2D to Perception or Search rolls for objects 100 to 500 meters away;
Communications are covered as the suit features a built-in comlink system which enables the wearer to communicate with other members of his squad, though it can be adjusted to other frequencies and has a range of 10 kilometers with full encryption, plus an external speaker is also built into the face mask.
Visual Wrist Comm
Range: 75 kilometers over land and up to low orbit; Can send & receive 2-D images as well as standard audio, Energy cell lasts 10 days, also functions as a very basic datapad

Background: All that is commonly known about Colonel Yungeri is that she predates the Clone Wars, was experimented on by the CIS to the degree that she is widely considered "unkillable", she has been formally trained in combat by the Republic, Alliance to Restore the Republic, and New Republic, that being her lover requires a fluid-tight bodysuit, and that Medics and Science Technicians are scared shitless of her.

Team Wraithglaive, with a higher clearance, is aware that her story has some more "nuance" to it.

T'lysha was an award-winning Swoop Racer as well as Programmer...by day. By night, she was a slicer and thief known as the "Seven Knight". When the CIS occupied her planet, she proceeded to link up with resistance movements and cut-off Clone Troopers (including a couple ARC units that started teaching her the finer points of modern physical combat). She kept them linked together securely, supplied, and coordinated for two years before the CIS managed to catch her. Took a visit from General Grievous personally to do it, too. (She's rather proud of that fact.)

She ended up tortured for six months, although it was actually "unethical medical experimentation", as they just didn't care about her level of pain as opposed to intentionally causing her pain. At the end of it, a secure and secret CIS facility on a remote island on her home planet was full of dead CIS personnel and droids, she had rescued almost two companies of Clone Troopers and around 700 Resistance Fighters, and she now had a very secure Base of Operations that was full of supplies and CIS files to crack. Her actions earned her commendations when the Republic retook her planet in the fourth year of the Clone Wars. She was then conscripted by the Republic military, with dual equal ranks in the Grand Army of the Republic and the Republic Navy due to her technical and combat skills. (Both branches also wanted to see if her capabilities were replicable.)

When General Order 66 was executed six years after the start of the Clone Wars, 16 years after the Blockade of Naboo, 21 years Before the Battle of Yavin (21 BBY), T'lysha killed a whole mess of Clone Troopers and collaborating Human Republic officers as she escaped. She even traveled in the company of such legends as Ahsoka Tano, Cal Kestis, Rex, Fives, the Bad Batch, pretty much every notable Resistance/Rebellion group before the Alliance to Restore the Republic formed, and even some of those scary beings, members of the Grey Freehold.

It is known that at least twice (after killing her thirteen times already in seven months), Darth Vader just admitted defeat and let her pass by--naked--with orders to the Imperials in the area to allow her to pass while killing all her associates and destroying all their gear, unaware she had swallowed their (inorganic and nontoxic, thus "safe" from her nanites) data chips full of intelligence. She holds the dubious distinction of being the only living Rebel to have taken damage from Darth Vader's lightsaber and survived, although she claimed several Hands of the Emperor over the years. Ezra Bridger and his entire cell were all denied admittance to the New Republic's armed forces (or any position with the New Republic) on her advice.

She has saved Mon Mothma from multiple assassinations, has the dubious distinction of being "executed" multiple times by Court Martial by the Rebellion for various major crimes related to "going rogue" against a CO's orders and then re-enlisting (leading to "zombie Marine" jokes), once managed to take the Comptroller and Master Accountant (while both were drunk) for a legal note for the entire Rebel Fleet (to include pay packets), after which gambling with her was banned Rebellion-wide, and she has managed to (she admits, mostly through luck) take Han Solo for ownership of the Millenium Falcon, which she gave back after having a good laugh with Chewbacca and Leia Organa, and letting Admiral Ackbar take the "fastest ship in the galaxy" out for a spin.

She ended up a Rebel Marine by choice, knowing that she had, as far as she knew, an immunity to dying. Well, at least staying dead. Given its notable frequency of having VIPs aboard, Rebel Command stationed her on Home One. Her most notable moment that is publicly known was capturing and flipping Iden Versio in the aftermath of Endor when the Imperial Special Operations Pilot "infiltrated" Home One. No one knows what was said between the two women, but Iden Versio delivered her ship, her team 'Inferno Squad', and a copy of the Emperor's "Secret Contingency"; Inferno Squad, after talking with T'lysha, all flipped their allegiance. Combined with the incident at Bakura, the Rebel Fleet's assets were strained, but proved worthy of the test.

For the Bakura incident, after flipping Inferno Squad, Task Force Omicron-Nebula One-Three, accompanied by Inferno Squad, their ship, and the Rebel ship Flurry (a Fighter Carrier conversion of a Freighter)--and taking along Colonel Yungeri and two Companies of her best Marines in addition to the organic Marines--set out under Commander Skywalker to relieve Bakura. The end result was that Bakura was a solidly "Rebel" system, Flurry--and most of its fighter complement--were destroyed, the Ssi-Ruvi were deathly afraid of Star Destroyers and Mon Calamari Cruisers, Colonel T'lysha Yungeri had more awards (and more additions to her legend), and Jedi Knight Luke Skywalker and Jedi Battle Master Majeen Veleng were "battle siblings", buddies for life. (Team Wraithglaive, meanwhile, got to deal with Extinction-Level Event Terror Weapons, Imperial assholes, and refugees plus a battalion of Death Troopers and three Hands of the Emperor.)

Her career calmed down some after that, although she continued racking up deaths and wild & funny stories. She vehemently refuses to join any covert operations or special operations units, although she will support them freely. Team Wraithglaive are among a very few who have never lost anything to her, especially ridiculous amounts of money, large amounts of military material, or ships.

Link to comment
Share on other sites

Commander Saryn Iolanthei

04SWD6SeniorFighterPilot.jpg.0779e0f3d93cdb90ab2d275958bb81a3.jpg
NAME: Commander Saryn "Nerfpunter" Iolanthei AGE Indeterminate "Young Middle Age"
TEMPLATE TYPE: NPC Fleet Senior Pilot HEIGHT: 1.71 m
GENDER & SPECIES: Human Female WEIGHT: 90 kg (and still wiry-looking)


Physical Description:
 

DEXTERITY 4D
Blaster 6D
Brawling Parry 6D
Dodge 6D
Grenade
Melee Combat 6D
Melee Parry 6D
Running 6D
STRENGTH 5D
Brawling 6D
Climbing/Jumping
Lifting 7D
Stamina 8D
Swimming 6D
PERCEPTION 4D
Bargain 5D
Command 7D
Persuasion 8DD
Search 8D
KNOWLEDGE 4D
Alien Species 5D
Bureaucracy 7D
Cultures 6D
Intimidation 6D
Languages 6D
Planetary Systems 6D
Streetwise 6D+2
Survival 7D+1
Tactics 8D+1
Value 6D
Willpower 8D+1
MECHANICAL 4D
Communications 6D
Ground Vehicle Operation 5D
Hover Vehicle Operation 5D
Repulsorlift Operation 5D
Sensors 9D+2
Space Transports 8D+1
Starfighter Piloting 10D+1
Starship Gunnery 10D
Starship Shields 10D
Swoop Operation 7D+1
TECHNICAL 3D
Computer Programming/Repair 5D+1
Demolitions
First Aid 4D
Starfighter Repair 8D+2
Starship Weapon Repair 8D
SPECIAL ABILITIES: Move: 10
Force Sensitive? No
Force Points: 9
Dark Side Points: 2
Character Points: 3
Credits: 17,250
Equipment: BlasTech DT-57 "Annihilator"
Heavy Blaster Pistol, Damage 6D+1, Ammo 25, Range 3-7/25/50

8 spare Heavy Blaster Pistol power packs
Wrokix Works Armored Spacesuit
+1D vs. all energy attacks, +2D vs. all physical attacks, -1D Dexterity; life support for 5 hours and internal gyro stabilizer +1D to Dexterity in Zero-G situations
Visual Wrist Comm
Range: 75 kilometers over land and up to low orbit; Can send & receive 2-D images as well as standard audio, Energy cell lasts 10 days, also functions as a very basic datapad
 

Background: Commander Saryn Iolanthei is the best figher jockey in the Legacy Fleet. She's qualified "Master Instructor" on all three starfighters fielded by the Legacy Fleet--current versions of A-Wings, current versions of B-Wings, and current version of X-Wings--although she really only gets in continuing qualification hours at this point, as she is usually on Home One advising Admiral Cronveldt on how to best employ the starfighter squadrons of Legacy Fleet, as Iolanthei watching out for the Fighters leaves Admiral Cronveldt free to fight the overall fleet.

When she does get to fly a fighter, she is a sight to behold, and has made so many multiples of Ace, they just call her "The Legacy Ace".

She just showed up one day, at the beginning of the rebellion, in a well-maintained but old Aethersprite Delta-7 figher, still in Republic markings. She looked the same as she does now, and was in a Republic Forces Starfighter Branch Uniform, also well-maintained but old.

Whatever Alliance Intelligence and the Leadership found out, they've kept to themselves, but she was immediately taught how to fly A-Wings, B-Wings, and X-Wings and set to passing along her voluminous experience fighting Imperials to the Alliance Starfighter Branch.

Her legend continued to grow from there. And she has not aged a day. She is a proud but quiet member of the New Republic Forces Starfighter Branch, and looks to keep her job keeping other pilots alive and well-trained for a long time.

Link to comment
Share on other sites

  • 3 weeks later...

Legacy Fleet Special Forces 04SWD6FleetSpecFor.jpg.acb2cfaf63b0f536145ebc8264881529.jpg

NAME: Varies AGE: Varies
TEMPLATE TYPE: NPC Fleet Special Forces HEIGHT: Varies
GENDER & SPECIES: Varies & Varies WEIGHT: Varies

 

 

DEXTERITY 4D
Blaster 7D
Brawling Parry 7D
Dodge 7D
Grenade 6D
Melee Combat 6D
Melee Parry 6D
Running 6D
STRENGTH 3D
Brawling 7D
Climbing/Jumping 6D
Lifting 6D
Stamina 6D
Swimming 6D
PERCEPTION 4D
Bargain 6D
Command 7D
Persuasion 6D
Search 5D
KNOWLEDGE 4D
Alien Species
Bureaucracy 6D
Cultures
Intimidation 6D
Languages 5D
Planetary Systems 5D
Streetwise
Survival
Tactics 8D
Value 5D
Willpower 7D
MECHANICAL 4D
Capital Ship Gunnery 5D
Capital Ship Piloting 5D
Capital Ship Shields 5D
Communications 5D
Ground Vehicle Operation
Hover Vehicle Operation
Repulsorlift Operation
Sensors 5D
TECHNICAL 3D
Capital Ship Repair 5D
Capital Ship Weapon Repair 5D
Computer Programming/Repair
Demolitions
First Aid 5D

SPECIAL ABILITIES: Move: 10
Force Sensitive? No
Force Points: -
Dark Side Points: -
Character Points: -
Credits: 190,000
Equipment: 

--G6 Heavy Blaster Carbine

Blaster Carbine, Can be set for 5D (125 ammo), 5D+1 (110), 5D+2 (100), 6D (80), 6D+1 (70), 6D+2 (60) and 7D (50) Damage, Range 3-75/150/300; Body: 3D+2 (+1D+1 armor); The standard scope adds +1D to hit for every round spent aiming to a maximum of +3D. The sensor allows the weapon to be SCOMP-linked to armor HUD systems or cybernetics adding +1D or +2D respectively.
--15 spare Heavy Blaster Carbine power packs
--BlasTech DL-61 Heavy Blaster Pistol
6D+2 Damage, 30 Ammo, Range 3-10/35/60
--10 spare Heavy Blaster Pistol power packs
--Katarn Armor
+2D physical and energy, -1D Dexterity and related skills;
Comlink: Tongue-activated helmet comlink,
Retractable Vibroblade: Concealed in right gauntlet, does STR+1D+2 damage, uses melee combat skill. May be set to automatically spring out every time the user punches something, in which case it uses the brawling skill,
Sealed Body Glove: Climate controlled body glove and breath filter allows operation in uncomfortably cold or warm climates and limited protection in toxic-air environments, Sealed suit allows up to twenty minutes exposure to the vacuum of space
Auto-Bacta Injectors: When the wearer suffers a Wounded or worse injury, the system automatically injects bacta on the affected area. This does not actually heal the wound, but reduces the injury penalty by 1D (and keeps an Incapacitated character awake, as if he was only Wounded Twice). Unit has a single charge; multiple bacta injections grant no further benefits,
MFTAS: Multi-Frequency Targeting Acquisition System; adds +2D to Perception and search checks in low-visibility situations, +1D to ranged weapon skill uses against targets moving more than 10 meters per round; polarized lenses prevent flash-blinding,
Viewplate: Macrobinocular imaging set (50-100/200/500 meters range) with UV Nightvision (See MFTAS, above),
Utility Belt: High-tension wire, grappling hooks, spare blaster power packs, ion flares, concentrated rations, spare comlink, water packs, 2 medpacs, additional supplies pouches.
--Visual Wrist Com
Range: 75 kilometers over land and up to low orbit; Can send & receive 2-D images as well as standard audio, Energy cell lasts 10 days, also functions as a very basic datapad
Link to comment
Share on other sites

Legacy Fleet Marines

04SWD6FleetMarines.png.174871bf265d7379d07a37cef2b64ed2.png
NAME: Varies AGE: Varies
TEMPLATE TYPE: NPC Fleet Marines HEIGHT: Varies
GENDER & SPECIES: Varies & Varies WEIGHT: Varies


 

DEXTERITY 4D
Blaster 6D
Brawling Parry 6D
Dodge 6D
Grenade 5D
Melee Combat 6D
Melee Parry 6D
Running 5D
STRENGTH 3D
Brawling 6D
Climbing/Jumping 5D
Lifting 5D
Stamina 6D
Swimming 6D
PERCEPTION 4D
Bargain 6D
Command 7D
Persuasion 6D
Search 5D
KNOWLEDGE 4D
Alien Species
Bureaucracy 6D
Cultures
Intimidation
Languages 5D
Planetary Systems 5D
Streetwise
Survival
Tactics 8D
Value 5D
Willpower 7D
MECHANICAL 4D
Capital Ship Gunnery 5D
Capital Ship Piloting 5D
Capital Ship Shields 5D
Communications 5D
Ground Vehicle Operation
Hover Vehicle Operation
Repulsorlift Operation
Sensors 5D
TECHNICAL 3D
Capital Ship Repair 5D
Capital Ship Weapon Repair 5D
Computer Programming/Repair
Demolitions
First Aid 4D

SPECIAL ABILITIES: Move: 10
Force Sensitive? No
Force Points: -
Dark Side Points: -
Character Points: -
Credits: 125,000
Equipment: 

-BlasTech RBC-17 "Every Marine" Carbine

Blaster Carbine, Damage 5D+1, Ammo 75, Range 3-12/35/150

--15 spare Heavy Blaster Pistol power packs
--BlasTech DL-61 Heavy Blaster Pistol
6D+2 Damage, 30 Ammo, Range 3-10/35/60
--10 spare Heavy Blaster Pistol power packs
--BlasTech Combat Space Suit
+2D+1 vs. all energy attacks, +2D+1 vs. all physical attacks, -1D Dexterity; life support for 12 hours and internal gyro stabilizer +1D to Dexterity in Zero-G situations
--Visual Wrist Com
Range: 75 kilometers over land and up to low orbit; Can send & receive 2-D images as well as standard audio, Energy cell lasts 10 days, also functions as a very basic datapad
Link to comment
Share on other sites

Legacy Fleet Pilots 04SWD6FleetPilots.jpg.c10cd31692f10bee25198fe0f6b96bf9.jpg

NAME: Varies AGE: Varies
TEMPLATE TYPE: NPC Fleet Pilots HEIGHT: Varies
GENDER & SPECIES: Varies & Varies WEIGHT: Varies


 

DEXTERITY 4D
Blaster 5D
Brawling Parry 5D
Dodge 4D+2
Melee Combat
Melee Parry
Running
STRENGTH 3D
Brawlingl 5D
Climbing/Jumping
Lifting
Stamina 7D+2
Swimming
PERCEPTION 3D
Bargain
Persuasion
Search 8D+1
KNOWLEDGE 3D
Planetary Systems
Survival
Tactics 5D
Willpower 5D
MECHANICAL 5D
Astrogation 7D
Communications 7D
Repulsorlift Operation 7D
Sensors 7D
Space Transports 7D
Starfighter Piloting 9D+2
Starship Gunnery 9D+2
Starship Shields 9D+1
TECHNICAL 4D
Computer Programming/Repair
Droid Programming
Droid Repair
First Aid
Starfighter Repair
Starship Weapon Repair

SPECIAL ABILITIES: Move: 10
Force Sensitive? No
Force Points: -
Dark Side Points: -
Character Points: -
Credits: 5,000
Equipment: 

--BlasTech DT-57 "Annihilator" Blaster Pistol

Heavy Blaster Pistol, Damage 6D+1, Ammo 25, Range 3-7/25/50
>>6 spare Heavy Blaster Pistol Power Packs
--Wrokix Works Armored Spacesuit
+2D vs. all energy attacks, +2D vs. all physical attacks, -1D Dexterity; Life Support for 12 hours and internal gyro stabilizer +1D to Dexterity in Zero-G situations
--Visual Wrist Com
Range: 75 kilometers over land and up to low orbit; Can send & receive 2-D images as well as standard audio, Energy Cell lasts 10 days, also functions as a very basic datapad
--Survival Kit
--1,500 Meters High-Tension Wire (Test at above the mass of a B-Wing),
--5 Grappling Hooks,
--30 Days of Food Rations,
--10 Medpacs,
--one Tool Kit,
--five spare Energy Cells,
--Energy Cell & Blaster Power Pack Recharger, With Supplementary Geo-Thermal & Solar Power Systems
--Blaster Rifle (Greff-Timms AR-3) Damage 5D+2, Ammo 100, Range 4-40/120/350, Secondary Fire Mode Launches Ion Flares, has Mounted Glow Rod, also has a Long Vibro-Bayonet (STR+2D+1).
--4 Blaster Rifle Power Packs
--60 Ion Flares,
--two Glow Rods,
--one Aquata Breather
--five 2 Liter Water Purifying Canteen
--one 2-Person Waterproof Water-Collecting & Water-Purifying Shelter with Internal Heat and Cooling Systems, rated for Artic Tundra to Blazing Desert.
--one Self-Packing Back-Polarizing Memory Foam Sleeping Bag
--60 one-day Applications of Bug and Parasite Repellant Crème
Link to comment
Share on other sites

Majeen Ha'Harumis Veleng

sd0Ogng.png
NAME: Lady Majeen Ha'Harumis Veleng, Holder of the Fobjurn Chalice AGE 65
TEMPLATE TYPE: NPC Jedi Battle Master HEIGHT: 5' 10"
GENDER & SPECIES: Human Female WEIGHT: 163 lbs


Physical Description: A lithe but solidly-muscled silver-haired woman, dressed in elegant robes clearly designed to be moved in. She keeps her hair up in an fashionable but simple and secure style. She is striking, but capable of blending in with the rich and powerful at ease. She looks to be an attractive human female in her early 20s, but her eyes tell a different story.
 

DEXTERITY 7D
Brawling Parry
Dodge
Dodge: Energy Weapons 8D
Firearms
Melee Combat
Melee Parry
Lightsaber 9D+2
Blaster
STRENGTH 6D+2
Brawling
Brawling: Martial Arts 9D+2 (Disarm, Nerve Punch, Weapon Block)
Climbing/Jumping
Stamina
PERCEPTION 4D
Bargain 7D+1
Command 5D+2
Intimidation 6D+2
Hide 9D+1
Search 8D+2
Sneak 9D+1
KNOWLEDGE 3D
Languages 4D+1
Planetary Systems 6D+2
Streetwise 6D+2
Survival 8D
MECHANICAL 2D
Astrogation 4D
Beast Riding 3D+1
Repulsorlift Operation 5D+2
Starship Gunnery 6D+1
Starship Shields 6D+1
TECHNICAL 4D
Computer Programming/Repair 7D+2
First Aid 6D
Lightsaber Repair/Engineering 7D
SPECIAL ABILITIES:
Control 10D
Sense 10D
--Control Pain--
Control; Control Difficulty: Very Easy for wounded or stunned characters, Easy for incapacitated characters, Difficult for mortally wounded characters.
The power can be kept "up", so the character can ignore the pain of injuries for a long period of time. However, whenever the character is injured again, the Jedi must make a new control pain roll, with the difficulty being the new level of injury.
Effect: A wounded Jedi who controls pain can act as if she has not been wounded, starting with the round after the power roll has been made. The wound is not healed, but the character doesn't suffer the penalties of being wounded: a wounded Jedi doesn't suffer any die code penalties; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results. However, the character is still injured, and thus is prone to getting worse, even if the Jedi doesn't feel the pain. For example, a character who's been wounded twice and is wounded again would still become incapacitated. Mortally wounded Jedi may still die from their injuries, even if they aren't feeling any pain.

--Remain Conscious--
Control; Control Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Required Powers: Control Pain
Effect: Remain conscious allows a Jedi to remain conscious even after suffering injuries which would knock her unconscious. When a character with this power suffers this kind of injury, she loses all other actions for the rest of the round but she is still conscious (a character without this power would simply pass out). At the beginning of the next round, the character may attempt to activate the power — this must be the first action of that round; the Jedi cannot even dodge or parry. If the roll is unsuccessful, the character passes out immediately. If the roll is successful, the Jedi may only perform one other action that round — often the character will attempt to control pain. The character may make a last-ditch heroic effort before passing out. After that other action has been completed, the Jedi will lapse into unconsciousness (unless she has activated control pain or done something else to stay conscious).

--Lightsaber Combat--
Control & Sense; Control Difficulty: Moderate.
Sense Difficulty: Easy.
This power may be kept "up."
Effect: Jedi use this power to wield this elegant but difficult-to-control weapon while also sensing their opponents' actions through the Force. This power is called upon at the start of a battle and remains "up" until the Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up." If the Jedi is successful in using this power, she adds her sense dice to her lightsaber skill roll when attacking and parrying. The Jedi may add or subtract part or all of her control dice to the lightsaber's damage; players must decide how many control dice they are adding or subtracting when the power is activated. A Jedi who fails when trying to activate lightsaber combat may only use the lightsaber skill for the duration of the combat. Finally, the Jedi may use lightsaber combat to parry blaster bolts as a "reaction skill." The Jedi may also attempt to control where deflected blaster bolts go; this is a "reaction skill" and counts as an additional action. (The Jedi cannot full parry when trying to control deflected bolts.) If the Jedi tries to control the blaster bolt, she makes a control roll: the difficulty is the range of the target (use the original weapon's ranges) or the target's dodge roll. The blaster bolt's damage stays the same.

--Life Detection--
Sense; Sense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
This power may be kept "up. "
Effect: This power allows Jedi to detect live sentient beings who might otherwise remain hidden. When the power is activated, the Jedi knows the location of all sentients within 10 meters — if the power is kept "up," the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa. When approached by or approaching sentient creatures, the Jedi should make a sense roll; each creature makes an opposed control or Perception roll to avoid detection. (These rolls don't count as actions, so there are no die code penalties except those caused by injury.) The Jedi detects each being that she ties or beats. If the Jedi beats the target's roll by 10 or more points, she is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no), if she has met the person before (yes or no), and if yes, their identity.

--Danger Sense--
Sense; Sense Difficulty: Moderate or attacker's control roll.
Required Power: Life Detection
This power can be kept up.
Effect: Danger sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger. In game terms, if any character is going to attack a Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their control skill to increase the difficulty of using the power.

--Combat Sense--
Sense; Sense Difficulty: Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against.
Required Powers: Danger Sense, Life Detection
Effect: Combat sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages.
First, he gets to decide when he wants to act during a round—no initiative rolls are needed while the power is in effect. If more than one Jedi is using this power, whichever Jedi rolled highest when invoking the power gets to determine exactly when they are acting in the round.
Second, his attack and defense rolls are increased by +2D. Combat sense lasts for ten combat rounds and doesn't count as a "skill use" for determining die code penalties.

--Absorb/Dissipate Healing--
Control; Control Difficulty: Very Easy for sunburn and other very minor energy sources; Easy for intense sun; Moderate for solar wind and other modest energy sources; Difficult for radiation storms and other intense energy sources. Characters may use this power to absorb energy attacks (such as blaster bolts and force lightning) — the difficulty is Moderate plus the attack's damage roll.
The power may be kept "up " as long as the source of energy is constant — it may not be kept "up " for blaster bolts or Force lightning.
Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A successful control roll means that the energy is dissipated. If the user fails the roll, she takes full damage from the energy. This power may be used to ward off sunburn, heat-stroke and radiation exposure, as well as withstand intense heat. This power may also be used to absorb blaster bolts, as Darth Vader did on Cloud City. The character must activate the power in the same round to absorb the blaster bolt or Force lightning — the character must be able to roll the power before the attack lands. The power can't be used after the attack has hit.

--Accelerate Healing--
Control; Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time To Use: One minute.
Effect: A Jedi who uses this power successfully may make two natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. The Jedi gets a +2 modifier to both Strength rolls to heal. See Chapter Five, "Combat and Injuries" for healing rules. Accelerate Healing may only be attempted once per day.

--Life Sense--
Sense; Sense Difficulty: Very Easy. Modified by proximity and relationship.
Required Powers: Life Detection
This power may be kept "up" to track a target.
Effect: The user can sense the presence and identity of a specific person for whom she searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is. A target may hide his identity from the Jedi using life sense by rolling his control skill and adding it to the difficulty.

--Sense Force--
Sense; Sense Difficulty: Moderate for an area; Difficult for sensing details or specific objects/Force-users within the area. Modified by proximity.
Effect: This power is used to sense the ambient Force within a place. It cannot be used to specifically detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power. Sense Force will tell a character the rough magnitude of the Force in an area or object (rich, moderate or poor in the Force), the rough type and quantity of life-forms ("many insects," "only microbes and bacteria," "teeming with plant and animal life, including higher predators") and whether the area or object tends toward the dark side or the light (for example, the tree on Dagobah which Luke Skywalker entered is a "dark side nexus" rich in the negative energies of the dark side of the Force). An area rich in negative or positive energies may indicate past events or the activities of past inhabitants. The Jedi may also receive "vague premonitions" about the area, such as "I sense something wrong," or "I sense a great impending tragedy."

--Receptive Telepathy--
Sense; Sense Difficulty: Very Easy for friendly, non-resisting targets. A resisting target makes a Perception or control roll to determine the difficulty. Modified by proximity and relationship.
Required Powers: Life Detection, Life Sense
This power may be kept "up" if the target is willing and the proximity modifier doesn't increase.
Effect: A Jedi who makes the power roll can read the surface thoughts and emotions of the target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information. If the sense roll doubles the difficulty number, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made — this process takes a full round. A Jedi can read the minds of more than one person at a time, but each additional target requires a new receptive telepathy roll. This power may be used on creatures and other sentient species, although it cannot be used on droids.

--Sense Force Potential--
Sense; Sense Difficulty: Moderate for friendly, non-resisting targets. Moderate plus target’s Perception or Control roll (whichever is higher) to determine the difficulty of the probe on an unwilling subject.
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Sense Force
Time to use: Six rounds
Effect: This power allows a Jedi to probe the mind of a target, and determine whether that person has the potential to be strong in the Force. The deep subconscious of a Force-sensitive person is shielded by a protective barrier which prevents another Force wielder from penetrating his or her inner mind. This shield pushes violently back at an intruder, sending him or her stumbling back. This “shield” is an involuntary defense mechanism maintained by every Force-sensitive person. It is one reliable way to determine which people might have the potential to become a Jedi. The magnitude of the backlash generated by the shield depends on the character’s strength in the Force. A person who is merely Force sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training will send the intruder reeling back across the room. Someone who is well-trained, or who has a great deal of raw talent in the Force, might actually send the intruder flying across the room.

--Hibernation Trance--
Control; Control Difficulty: Difficult
This power may be kept "up."
Effect: This power allows a Jedi to place herself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, her breathing drops to barely perceivable levels, and she falls unconscious. A Jedi can heal while in a hibernation trance, but can do nothing else. Anyone who comes across a Jedi in hibernation trance assumes that the Jedi is dead unless she makes a point of testing him. Another Jedi with the sense skill or the life detection power will be able to detect the Force within the hibernating character and realize that she is alive. When a Jedi enters a hibernation trance, the player must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli need to be present (noise or someone touching them, for example). Another Jedi can use the power place another in hibernation trance to bring the user out of the trance. Hibernation trance serves two purposes. It allows a Jedi to "play dead" and it can be used to survive when food or air supplies are low. A character in hibernation uses only about a tenth as much air as someone who is sleeping — she can hibernate for a week in a dry climate or for up to a month in a wet climate before dying from lack of water. It is possible to hook the character up to an intravenous water drip to survive indefinitely. A character can hibernate for up to three months before dying of starvation. An intravenous sugar solution can extend that to one year.

--Emptiness--
Control; Control Difficulty: Moderate.
Note: Characters who are consumed by the dark side of the Force may not use this power.
Required Powers: Hibernation Trance
Effect: The user empties her mind and allows the Force to flow through her. The character seems to be in deep meditation and is oblivious to her surroundings. A character in emptiness may not move or take any action except to try to disengage from the emptiness. While in emptiness, a character is difficult to sense or affect with the Force. When another character attempts to use a Force power on the user in emptiness, add the user's emptiness roll to the difficulty for the other character's sense roll (if the power doesn't use the sense skill, add the difficulty to the control roll). This difficulty is added regardless of whether or not the empty character would willingly receive the power's effect. Once the character comes out of emptiness, the character gets a +6 bonus modifier to all Force skill rolls for a period of time equal to the amount of time spent in emptiness. This bonus is reduced by -1 for each Dark Side Point that the character has. When in emptiness, characters dehydrate and hunger normally — some initiates have died because they lacked enough control to bring themselves out of emptiness. A character must make a Difficult control skill roll to bring herself out of emptiness. When the character enters into emptiness, the player must state for how long the character will be in meditation. The character may attempt to come out of meditation under the following circumstances:
• When the stated time has passed.
• Once each hour beyond the original time limit.
• The character's body takes any damage more serious than stun damage.

--Sense Path--
Sense; Sense Difficulty: Moderate
Required Powers: Emptiness, Hibernation Trance
This power can be kept up.
Effect: This power informs a character of the “path” he travels: whether his current actions are likely to lead him to the dark side, and whether any specified future actions are likely to do so (this power may be thought of as farseeing without control). Bear in mind that without control, the Jedi does not have the ability to decide whether he sees the past, present, or a possible future. The visions he receives are more likely to be allegorical in nature to receive specific details, the farseeing power must be used. When giving the results of this power, be honest but obscure if the character has gained any Dark Side Points and is attempting to atone, this power will tell him how successful he has been within a game context. The Jedi can choose to consciously use this power, or it can be a plot device. If the latter, at an appropriate point in the scenario, you may call for a roll on this power, and give the Jedi a vision if he succeeds. You may use this to tell the players how well they are doing, or to give them a premonition of doom just before a critical encounter to heighten the tension. You may use it to warn them (by showing the future of their current course), to encourage them (particularly when they have done the right thing but have no way of knowing), to provide hints, or to foreshadow upcoming events. A vision from the Force should never be taken lightly by the players. It should give them something to think about, along with the attendant chances for good roleplaying. Bear in mind that different Jedi will tend to receive different renditions of the same scene, and consequently you should tailor the details you give to the fit character concerned. Instead, you might consider altering the way you describe the scenery; for the dark side, you might always describe rocky and barren terrain, or with a cold wind blowing, or it might always be night for the dark side and daytime or dawn for the light side. You can present these images in as contrary manner as you wish, provided you are consistent with the descriptions. Another thing to bear in mind is that it is never easy to tell which is the right course to take (although the path of darkness may be clear enough, the path of the light may be far more elusive). The Jedi must still be sure to follow the Jedi Code regardless of what his visions seem to be telling him, otherwise his own desires will encourage a less truthful vision and cause his downfall. And it is quite possible for a skilled Dark Jedi to twist the readings of this power to suit his own ends.
Move: 10
Force Sensitive? Yes
Force Points: 5
Dark Side Points: 2
Character Points: 3
Credits: 15
Equipment:
--Two Lightsabers with Pontite Crystals (6D+1 Damage; Ignores All Armor but Phrik, Cortosis, OR Beskar) (1 Yellow Crystal, 1 Teal Crystal)
--Fancy Robes
 --Jedi Utility Belt
--300 Meters High-Tension Wire,
--2 Grappling Hooks,
--5 Ion Flares,
--10 Days of Food Capsules,
--3 Medpacs,
--one Tool Kit,
--one spare Energy Cell,
--one Glow Rod,
--one Aquata Breather,
--2 Additional Supply Pouches.
>>One-Point-Five Liter Water Purifying Canteen (carried on Utility Belt and kept full as possible)

Background: Majeen is a noble from the planet of Harumis. She is, in fact, from its Royal Family, although she is a second cousin to the current ruler. Selected at a young age to be a Jedi, she trained under some of the most famous Jedi Masters in recent times, including Master Yoda, Master Windu, and (even for a little while) Master Kenobi. She was lucky, and happened to be running an errand out in Coruscant when General Order 66 was executed. After the majority of the 501st had left the Temple, she snuck back in; while dodging the various--light--patrols, she ended up in the private chambers of Master Windu, and happened upon a Jedi Holocron from thousands of years before.

After gathering the parts to make several lightsabers (including crystals), she fled the temple and hid in the deeper levels of Coruscant. There, she learned from the Holocron, quickly learning how to make her own lightsabers, as well as receiving instruction on the way of a Jedi Battle Master, becoming the first true Jedi Battle Master in a long time. She honed her skills as sharp as she could, then made her way off-planet, seeking out the fledgling Alliance to Restore the Republic. They were surprised to have what equated to a full Jedi join them, but her combat abilities, along with the additional lightsaber construction material and Jedi Holocron, were accepted gratefully. She helped train the nascent Rebel Special Forces, and ended up training all of you at one time or another, including all of the Force Users.

Personality: Hardened by surviving the Jedi Purges and the teachings of the ancient Jedi Holocron, Majeen is a no-nonsense, hard-nosed fighting machine. She firmly believes that the more sweat and bruises in training, the less blood and death on the battlefield. Offered a place in Jedi Master Luke Skywalker's Jedi Praxeum, she declined, but does make short visits to consult with the other Jedi or check on 'her' Jedi Holocron (mostly to consult for knowledge). She is no stranger to violence, and should she sense violence about to ensue that involves her, has no problems striking first to resolve the situation.

She, oddly enough, prefers to leave the idiots that try and get into bar fights with her unconscious instead of dead, and frequently uses her extensive training in Martial Arts to silently take down sentries, as well as win the aforementioned bar fights.

Link to comment
Share on other sites

  • 3 months later...

Ranks of the New Republic Defence Forces
NRDF Ground Troops/NRDF Special Forces/NRDF Fleet/NRDF Intelligence/NRDF Jedi Specialists RANKS
>R-1: Trooper (Dark Red/Black/Dark Blue/Dark Green/Gold One Slash on the Right Chest)
>R-2: Trooper First Class (Dark Red/Black/Dark Blue/Dark Green/Gold Two Slashes on the Right Chest)
>R-3: Specialist (Dark Red/Black/Dark Blue/Dark Green/Gold Three Slashes on the Right Chest)
>R-4: Corporal (Dark Red/Black/Dark Blue/Dark Green/Gold One Square on the Right Chest)
>R-5: Sergeant (Dark Red/Black/Dark Blue/Dark Green/Gold Two Squares on the Right Chest)
>R-6: Sergeant First Class (Dark Red/Black/Dark Blue/Dark Green/Gold Three Squares on the Right Chest)
>R-7: Gunnery Sergeant (Dark Red/Black/Dark Blue/Dark Green/Gold Four Squares on the Right Chest)
>R-8: Sergeant Major (Dark Red/Black/Dark Blue/Dark Green/Gold Five Squares on the Right Chest)
>R-9: Lieutenant (Dark Red/Black/Dark Blue/Dark Green/Gold One Circular Pip on the Right Chest)
>R-10: Captain (Dark Red/Black/Dark Blue/Dark Green/Gold Two Circular Pips on the Right Chest)
>R-11: Major (Dark Red/Black/Dark Blue/Dark Green/Gold Three Circular Pips on the Right Chest)
>R-12: Colonel (Dark Red/Black/Dark Blue/Dark Green/Gold Four Circular Pips on the Right Chest)
>R-13: Commander (Dark Red/Black/Dark Blue/Dark Green/Gold Five Circular Pips on the Right Chest)
>R-14: General/Admiral (Dark Red/Black/Dark Blue/Dark Green/Gold Six Circular Pips on the Right Chest

Link to comment
Share on other sites

×
×
  • Create New...