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Force Power - Force Cloak/Stealth

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FORCE CLOAK
Several Jedi and Sith have shown the ability to make themselves invisible to both the Force and sensory perception. Both of these abilities is best handled through the Concealment power.

Force Cloak: Concealment 8 (All Visual, Auditory and Olfactory Senses), Check Required (Expertise: The Force), Passive • 7 points

Force Stealth: Concealment 1 (The Force), Check Required (Expertise: The Force) • 3 points

:arrow: Update I: Updated this power to coincide with the new Force-Sensitivity rules.

:arrow: UPDATE II: Removed the Resistible flaw because it made the effect too easy to overcome. The Check Required gives it a degree of difficulty, which is reflected in the comic books (Palpatine would have aced, this check, so it would be present in his build).
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Force Power - Force Healing

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FORCE HEALING
There are many different versions for this ability in the SWU, and no one can seem to agree on what exactly the limits of Force Healing are. I decided to acquiesce to the powerful opinions, yet make provision for those wishing to emulate weaker healers.

Force Healing: Healing • 2pp/rank

For non-dedicated healers, or those new to the ability, take either Empathic (light side) or Temporary (dark side) to give them room to grow into their powers (and to more perfectly emulate how this ability is commonly performed in the comics/RPGs/movies of the past).
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Force Power - Force Lightning / Electric Judgement

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FORCE LIGHTNING / ELECTRIC JUDGEMENT
The quintessential dark side Force attack. Force Lightning has many different variations, so I decided to stick with the classic and let the individual customize it based on their Sith Lord's ability level (yes, I'm of the camp that only darksiders possess this talent, mainly because they're the only ones who use it with any kind of regularity).

Force Lightning: Ranged Damage, Increased Duration (Concentration), Diminished Range 2 (5/10/25), Inaccurate • 3pp/rank - 3pp

Diminished Range is thrown in because this power is never seen used at long ranges as the energy tends to arc. Inaccurate makes an appearance because this power is usually very strong, and the Inaccurate allows players to use it at a higher rank than their other powers.

For Force Lightning that arcs out to other opponents, use the Cone Area extra in place of Ranged or as an alternate effect.

Dalkon's Notes: Electric Judgement is fundamentally the same power as Force Lightning, but is aligned with the Light Side instead of the Dark Side, even if the council doesn't encourage people to use it.
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Force Power - Force Rebuke

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FORCE REBUKE
This power is meant to be a form of deflection used against Force powers. Since this ability is supposed to work against every power, Deflect is not a good candidate since some of those powers have an area or perception effect. Negate works very well and, as a GM, I'd let a player take Reflect on the power, to work identically to how it works on Deflect.

Force Rebuke: Nullify (The Force), Broad (All Force Powers) • 2pp/rank

Simply take a Readied Action, like using the Defend Action, and roll as a defense against incoming Force powers. Or use it to nullify a Sith Lord's Mind Trick on your girlfriend.
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Force Power - Force Sense

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FORCE SENSE
This is actually an umbrella of several different powers that all have a similar descriptor: being able to sense the Force in the surrounding area.

Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained • 7 points

The following power is a common alternate power to Force Sense (which itself is a common alternate power to the general Force array.

Force Sight: Senses 9 (Accurate, Acute, Concealment Penetrating, Radius and Ranged Mental Sense), Check Required 2 (Expertise: The Force), Sustained • 7 points

Precognition and Force Assessment use Expertise: The Force as their governing ability (instead of a Perception check).
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Force Power - Mind Trick

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MIND TRICK
The Jedi Mind Trick is probably the most well-known Force power of all. Fortunately, it's also the easiest to stat up.

Mind Trick: Perception Ranged Affliction (Resisted by Will; Entranced, Compelled), Check Required 4 (Expertise: The Force), Limited to two Degrees, Subtle • 2pp/rank - 3pp

Jedi never gain full control over their victims, but rather make a suggestion that is then carried out. Some Sith use a form called Force Corruption or Force Domination. In such cases, simply remove the Limited flaw and add Controlled to the status effects.

:arrow: UPDATE I: Like most others, this power gets the Check Required flaw. Here it is probably at it's most respectful use, since this power is only usable against weak-willed individuals as a rule, and anything that helps to limit the amount of ranks that are useful is good for the power overall.
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Force Power - Sever Force

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SEVER FORCE
This is an obscure, yet devastating Force power. It was originally only used by light side Force-users to permanently sever a darksider's connection to the Force. Since that time, it has fallen victim to the power creep of fiction and has been given to Sith and Jedi alike, and ways around its effects have also been discovered.

Sever Force: Ranged Affliction (Resisted by Will; Force Impaired, Force Disabled, Transformed [Powerless]), Check Required 8 (Expertise: The Force), Concentration, Sustained, Continuous, Quirk (Continuous only applies to fully transformed targets) • 5pp/rank -10pp

Expensive, but worth it.

:arrow: UPDATE I: Gave this power the Check Required flaw. As a very potent power, it gets a higher than usual DC.
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Force Power - Telekinesis

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TELEKINESIS
This power is responsible for almost all of the "cool" powers that we see Force-users... um... use. A single application of Move Object handles most of them handily.

Telekinesis: Perception Ranged Move Object, Check Required 5 (Expertise: The Force) • 3 points/rank - 5pp

Simple and efficient. This allows a character to move an object, force push an opponent, disarm them and throw their lightsaber at them. To simulate more damaging strikes with the Force (not usually seen, but not unheard of either), add the Damaging extra. Force Choke = Chokehold Enhanced Advantage. Force Whirlwind/Repulse = Area. Kinetic Combat (fighting with a weapon using only the Force) = Precise.

:arrow: UPDATE I: Added Chokehold as an optional Enhanced Advantage to simulate Force Choke.

:arrow: UPDATE II: Added the Check Required Flaw to buy this power's cost down a bit and to reflect the difficulty that is demonstrated by attempting to lift large objects.
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The Death Star

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THE DEATH STAR - PL15
Size: Awesome Toughness: 20 Features: Communications, Computer, Defense Systems (15,000 lasers, ion cannons, turbolaser batteries and heavy turbolasers plus an additional 768 tractor beam emplacements - All Rank 15 effects, or lower with extras), Fire Prevention System, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Workshop Powers: Deflector Shields (Create 20, Impervious, Selective, Check Required 10 to Repair), Hyperdrive (Movement 2 [Space Travel 2]), Sub-Light Drive (Flight 10 [2,000 MPH]), Superlaser: Ranged Damage 25, Penetrating, Linked to Weaken Toughness 25, Affects Objects Only, Extended Range 10, Activation 2 • 230 points
The Death Stars, whose concept had been explored even before the Clone Wars, were the first in a long series of superweapons developed to execute the Tarkin Doctrine. The Death Star was designed to allow Emperor Palpatine to more directly control the Galactic Empire through fear. In most instances, a Death Star was to be commanded by a Moff.
Notes: The Death Star only has a +5 to attack with its Superlaser, but against an immovable target (planet) and with the Aim action, it should hit every time. If it does, it brings to bear 108pp worth of devastation.
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Advantages & Skills

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ADVANTAGES AND SKILL USES
Not all skills and advantages work the same way in the SWU. Below are the ways that such things are altered, and a few new ones rear their ugly heads as well.

NEW SKILL USES

Expertise: Without an astromech droid, traversing the stars requires a hyperdrive (duh!), a navicomputer and skill in Expertise: Astrogation. An astromech droid can usually handle the complex calculations without a navicomputer, but even they take a -5 penalty when attempting to do so.

Technology and Vehicles: This has already come up so it bears addressing. Technology and Vehicles can be used untrained in normal situations, and the user only needs to be trained when attempting to repair or operation the technology or vehicle in stressful situations. This is RAW for 3e, but it bears repeating here.
Vehicles also has some new options and rules for how they are implemented, found in the Vehicle-to-Vehicle combat section of this conversion.

ADVANTAGE CHANGES
Many of the advantages in the 3e rulebooks are usable in the SWU.

Artificer: Sith alchemy was all the rage 4,000 years before the GCW, or so I hear anyway. Such items were created using this advantage. After creating it, a character can spend power points to make it permanently their's.

Fearless: This advantage does not grant an immunity to fear effects, but rather it grants a +5 bonus to resistance checks against fear effects.

Minion: While the typical lackey can be purchased using this advantage, it can also be used to purchase droids - and is the only way of doing so.

Ritualist: This advantage has no place in an SWU campaign.

Piloting Vehicles: As a special case, characters can use their advantages while piloting vehicles (Redirect to send a homing missile into another target, for instance).

NEW ADVANTAGES

ACE PILOT - COMBAT
You only suffer half of a vehicle’s size modifier when peforming the Evasive Maneuvers action.

COMBAT PILOT - COMBAT
You can perform Evasive Maneuvers as part of the same move action that is required to use the vehicle's mode of movement.

EXPERT GUNNER - COMBAT
You have no penalty to your attack rolls as the gunner of a moving vehicle.

HOLONET TRACKER - GENERAL
You can make Investigation checks to gather information in one minute provided access to a computer connected to the Holonet. You also have the option of using Technology in place of Investigation for the check.

TOP GUN - COMBAT
You only suffer half of a vehicle’s size modifier when peforming the Outmaneuver action. You are not Vulnerable to other opponents while in a dogfight.
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Hyperspace Travel

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HYPERSPACE TRAVEL
Traveling in hyperspace is the typical method of getting around in the SWU, but travel times are a contested subject as ships tend to arrive at their destination at the speed of plot. For most purposes, the speed of plot is sufficient for a GM, but when it matters, or for when you just want a bit more detail to your hyperspace jumps, here are some rules you can follow.

All ships with a working hyperdrive are capable of traveling through hyperspace. Hyperdrives have a check required 2 flaw, meaning that an Expertise: Astrogation check must be made with a result of 12 or better for the hyperdrive to be used.

Due to the need to navigate around stellar anomalies, some relatively close jaunts could take quite a bit of time - and makes for a great excuse for trips taking too long :wink:. Travel times can be configured dependent on the result of the Astrogation check.

One Degree of Success: 16 hours
Two Degrees of Success: 8 hours
Three Degrees of Success: 4 hours
Four Degrees of Success: 2 hours

If the target is sufficiently close (within the same star system), a hyperspace trip shouldn't take more than a few minutes (or seconds). Feel free to modify the above to suite your needs - some GM's like the SAGA Edition's extremely long travel times. Each degree of success should cut the travel time in half.

No Navicomputer?
If navigating without a navicomputer (except for a droid using a stored hyperspace route that is less than 12 hours old), a jump to hyperspace is impossible as it would spell instant death for those onboard.

With a damaged navicomputer a hyperspace jump is possible, but the GM rolls for the player to keep the result a secret and applies a -5 to the result. If the roll fails by one degree, nothing happens. If the roll fails by two degrees, the ship enters hyperspace, but will encounter a hyperspace hazard - effect determined by the GM (off course, gravity well pulls the ship back into normal space, collision with a mass shadow, etc).

Things could get messy without your hyperdrive.
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Vehicle Combat

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VEHICLE COMBAT
The following are updated rules for handling vehicle-to-vehicle combat.

Damage
If a vehicle was targeted by an attack, the pilot is safe from the damage the vehicle suffers. For all combat purposes, the target is the vehicle, not the crew - although the crew can be targeted if they are exposed. The only exceptions are critical hits. Attacks that score critical hits apply the critical hit damage bonus only to the crew (the ship takes the full damage and the critical hit bonus). If a critical chose an option other than the +5 to damage, the crew still makes a Toughness Resistance check against a Damage 0 effect.

Passenger Actions
Passengers in a vehicle (anyone who’s not piloting the vehicle) suffer a -2 penalty to attack rolls as the gunner of one of the vehicle's weapons while the vehicle is in motion. The GM may require an Acrobatics check for characters to maintain their balance in fast-moving vehicles.

Maneuvers
Beyond the normal maneuvers listed in the Vehicles skill entry, the following maneuvers are possible for pilots of some types of vehicles.

Evasive Maneuvers: You can perform evasive maneuvers as a standard action. Make a Vehicles skill check, modified by the vehicle’s size modifier. The result is the Vehicle’s defense until the beginning of your next round. This maneuver does not apply to area or surprise attacks. Being Vulnerable reduces the pilot's skill bonus by half (round up) before calculating their defense total.

Extra Effort: A pilot can try to squeeze more power out of his vehicle. The pilot can exert himself normally, but he must make a Vehicle check (DC 15) to use the Extra Effort with any of the vehicle’s features, weapons or modes of movement. After a successful Vehicle check, the vehicle becomes fatigued (not the pilot) unless the pilot spends a hero point to avoid this. Excessive use of this maneuver can result in more or less permanent conditions that must be repaired.

Outmaneuver: You can attempt to outmaneuver an opponent as a standard action. Make opposed Vehicle checks, modified by your vehicle's size modifier (the opponent uses their own vehicle's size modifier). If you win with one degree of success, you gain an advantageous position (target is Attack Impaired and is Vulnerable to you until he regains position). Two or more degrees establishes a lock-on status (target is Attack Disabled and is Defenseless). You can improve on an existing position with another outmaneuver action on a following turn. Any resulting degrees of success are cumulative, but if you lose, the target breaks free and regains a neutral position.

You are vulnerable to other vehicles while locked in a dogfight (when one of the pilots has an advantageous position). You can maintain a successful outmaneuvering position as a free action each turn (as long as you spend a move action to stay on the target), but cannot perform actions against other targets.

You can break from an advantageous or lock-on position to a neutral position as a free action. If you are unable to take the free/move actions to maintain advantageous position, the target automatically returns to a neutral position. A target can attempt to escape to a neutral position as a move action.

Disadvantaged opponents with rear-facing weapons (noted by the Feature: Rear-Facing) or a gunner ignores the Attack Impaired and Attack Disabled conditions.
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Chosen One v4 Brainstorm & Notes

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Chosen One
Premise: Prophecy is something which is so incredibly vague and difficult to understand, that not even the most enlightened of individuals can know what it means until after it has been fulfilled. That is something Amyalis Trislana knew first hand, as that was the way of her life when she was known as Amaryllis Potter!
Required Inclusions:
- Amaryllis Potter is given the option to be reborn in a new reality after being killed by the Dark Lord Voldemort during the battle of Hogwarts, which she decides to accept.
- Amaryllis is reborn as the child of Jedi Master Fay Trislana (who is usually just called Master Fay), and will be henceforth referred to as Amyalis Trislana (or Amy for short).
- Fay must have been a virgin when she realized she was pregnant with her daughter, which should cause the majority of the Council’s elders to classify the birth as a Force Conception.
- As a Force Conception is one of the requirements for being classified as “The Chosen One”, there must be those on the Council who consider Amyalis to be said Chosen One.
- Fay must get a special dispensation from the Council that allows her to both raise her daughter and to personally instruct Amyalis in the ways of the Jedi.
- Amyalis must take up the Jedi Discipline known as the path of the “Jedi Guardian”, with her Lightsaber being the traditional blue color for members of this discipline.
Preferred Inclusions:
- Amyalis should either retain her memories of her life as Amaryllis Potter, or else regain them at some point during the course of her training as a Jedi.
- Amyalis should be romantically paired with Aayla Secura in this scenario, with the two being approximately the same age as one another.
- Amyalis and Anakin should be on friendly terms with one another, though whether they become a romantic couple or not is up to the author to determine.
Optional Inclusions:
- Amyalis and Aayla should both survive the events known as Order 66, with the former being present at the Temple during what would have been the attack on the Younglings.
- To go along with the above, Amyalis should successfully save the Younglings.
Forbidden Things:
- Amyalis the Weak Emo Doormat.
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Amy Trislana / House Trislana / Chosen One v4

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Amyalis 'Amy' Trislana - PL 11
Age: 23 / Height: 5' 2" / Weight: 130 lbs
Hair Color: White / Eye Color: Green
Wealth Rank: +12 / Rep Rank: +13

Strength 2/1, Stamina 3/2, Agility 6/5, Dexterity 4/3, Fighting 6/4, Intellect 3, Awareness 6, Presence 6

General Advantages
Ace Pilot, Animal Empathy, Assessment, Attractive, Attunement, Benefit, Galactic Credits (well-off), Benefit, Jedi Rank 3 (knight), Benefit, Renown, Combat Leader, Connected, Contacts, Conviction, Distracting Attack, Equipment 15, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Hide in Plain Sight, Holonet Tracker, Improved Grab, Improved Hold, Languages 4, Power Attack, Quick Draw, Soresu, Teamwork, Trance, Well-informed

Enhanced Advantages
Improved Defense, Improved Initiative 2, Luck 2, Ultimate Effort: (Aim), Ultimate Effort: (Expertise: The Force), Uncanny Dodge

Skills
Acrobatics 6 (+12), Athletics 6 (+8), Close Combat: Lightsaber 6 (+12), Expertise (AWE): Popular Culture 6 (+12), Expertise (DEX): Artist 6 (+10), Expertise: Art Appreciation 6 (+9), Expertise: Astrogation 4 (+7), Expertise: The Force 10 (+13), Insight 4 (+10), Investigation 4 (+7), Perception 8 (+14), Persuasion 6 (+12), Ranged Combat: Force Powers 6 (+10), Stealth 4 (+10), Technology 6 (+9), Vehicles 8 (+12)

Powers
Force Powers: Array
. . Acceleration Surge: Speed 3 (universal force, Speed: 16 miles/hour, 250 feet/round)
. . Ballistakinesis: Damage 10 (telekinetic, universal force, DC 25; Increased Range: ranged, Multiattack; Quirk: requires objects as ammo)
. . Force Disarm: Damage 12 (telekinetic, universal force, DC 27; Disarming, Increased Range: ranged)
. . Force Healing: Healing 10 (light force; Persistent, Restorative; Empathic)
. . Force Sense: Senses 4 (universal force, Acute: Detect Force User, Detect: Detect Force User [Mental] 2: ranged, Radius: Detect Force User; Feature: May use Expertise: The Force in place of Insight for Assessment, Sustained)
. . Force Stasis Field: Cumulative Cloud Area Affliction 6 (light force, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Will, DC 16; Cloud Area 2: 30 feet radius sphere, DC 16, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Foresee: Senses 4 (universal force, Precognition; Feature: As long as Amy uses this power regularly, she is treated as having +1 rank in Improved Initiative, Sustained; Activation 2: standard action, Uncontrolled)
. . Jump Surge: Leaping 3 (universal force, Leap 60 feet at 16 miles/hour)
. . Mind Trick: Cumulative Affliction 11 (universal force, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 21; Cumulative, Increased Range 2: perception, Subtle: subtle; Check Required 4: DC 13 - Expertise: The Force, Limited Degree)
. . Telekinesis: Move Object 11 (telekinetic, universal force, 50 tons; Increased Range: perception; Check Required 5: DC 14 - Expertise: The Force)
Force Powers: Talents
. . Force Boost: Enhanced Trait 12 (universal force, Strength +1 (+2), Stamina +1 (+3), Agility +1 (+6), Dexterity +1 (+4), Fighting +2 (+6))
. . Incarnation Awareness: Senses 2 (universal force, Postcognition (Limited): Amaryllis Potter; Innate)
. . Use the Force: Enhanced Trait 3 (universal force, Advantages: Improved Defense, Ultimate Effort: (Aim), Ultimate Effort: (Expertise: The Force))
Lightsaber (Easily Removable)
. . Saber Strikes: Array
. . . . Melt: Concentration Weaken 6 (plasma, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Concentration; Slow: Minutes)
. . . . Saber Reflection: Deflect 8 (training; Reflect; Limited: to Energy Projectiles, Reduced Range: close)
. . . . Saber Strike: Strength-based Damage 4 (plasma, DC 21; Penetrating 4)
Sephi Physiology
. . Force Sensitivity: Senses 5 (racial, Acute: Force Awareness, Awareness: The Living Force [Mental], Extended: Force Awareness 2: x100, Radius: Force Awareness, Advantages: Improved Initiative 2, Luck 2, Uncanny Dodge)
. . Invulnerabilities: Immunity 2 (racial, Uncommon Descriptor: Dream powers)
. . Longevity: Feature 1 (racial, Notes: Sephi can live for in excess of 400 years; although, they do physically age unless they're benefitting from the Resist Aging force power (see Fay Trislana's stat block).)
. . Resistances: Immunity 5 (racial, Custom: Mind Tricks 5; Limited - Half Effect)
. . Sephi Sight: Senses 3 (racial, Darkvision, Low-light Vision)

Equipment
Aquata-Breather, Azure Rose (YT-2000), Commlink, Field Rations, Holomap, Holoprojector, Jedi Robes

Offense
Initiative +18/+14
Ballistakinesis: Damage 10, +10 (DC 25)
Force Disarm: Damage 12, +10 (DC 27)
Force Stasis Field: Cumulative Cloud Area Affliction 6 (DC Will 16)
Grab, +6 (DC Spec 12)
Melt: Concentration Weaken 6, +12 (DC Fort 16)
Mind Trick: Cumulative Affliction 11 (DC Will 21)
Saber Strike: Strength-based Damage 4, +12 (DC 21)
Telekinesis: Move Object 11 (DC 21)
Throw, +4 (DC 17)
Unarmed, +6 (DC 17)

Complications
- Feud: The Jedi and Sith Orders have been at war with each other for so long that it is unlikely either side in the conflict actually remembers what started their opposition to one another.
- Honor: Amy will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Protector: Amy is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Oathsworn: As a Jedi, Amy is expected to live in strict adherence to the Jedi Code.
- Relationships: Amy is the first and only daughter of Jedi Master Fay Trislana. She also one of only two known Jedi to have been conceived by the Force itself, with the other being a young man by the name of Anakin Skywalker.
- Responsibility: As a member of the Jedi Order, it is Amy's responsibility to act as a peacekeeper in defense of the Galactic Republic.

Languages
Basic (English), High Galactic (Latin), Huttese, Old Sith (Parseltongue), Ryl, Sephin [Native]

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 9, Will 12

Power Points
Abilities 60 + Powers 81 + Advantages 47 + Skills 48 (96 ranks) + Defenses 24 = 260

--------------------
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Azure Rose (YT-2000) - PL 11

Strength 12, Defense -6, Toughness 11, Size Gargantuan

Features:
Cargo Hold, Communications 1, Computer, Hidden Compartments 1, Living Space, Navigation System 1

Powers
Auxiliary Systems
. . Sensors: Senses 7 (technological, Detect: Spacecraft [Radio] 2: ranged, Extended: Radio Senses 2: x100, Radio, Radius (Type): Radio Senses)
. . Shield Generators: Impervious Toughness 11 (technological; Sustained; Fades)
Drive Systems: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Check Required 2: DC 11 - Expertise: Astrogation)
. . Repulsor Drive: Flight 10 (technological, Speed: 2000 miles/hour, 4 miles/round)
Weapon Systems: Array
. . Chaff: Concealment 10 (technological, All Senses; Limited to Machines, Unreliable (5 uses))
. . Dual-Laser Turrets: Damage 5 (force, DC 20; Increased Range: ranged, Multiattack, Split: 2 targets)
. . Ion Cannon: Affliction 8 (energy, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 18; Accurate: +2, Affects Objects Only, Alternate Resistance (Dodge), Increased Range: ranged)
. . Laser Cannons: Damage 8 (force, DC 23; Accurate: +2, Increased Range: ranged)

Offense
Dual-Laser Turrets: Damage 5, +4 (DC 20)
Ion Cannon: Affliction 8, +6 (DC Dog/Fort/Will 18)
Laser Cannons: Damage 8, +6 (DC 23)

Power Points
Abilities 3 + Powers 52 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 61
Last edited by DalkonCledwin on Sun May 31, 2020 1:43 pm, edited 3 times in total.
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Fay Trislana / House Trislana / Chosen One v4

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Fay Trislana - PL 13
Age: 28 (476) / Height: 5' 11" / Weight: 136 lbs
Hair Color: Blonde / Eye Color: Green
Wealth Rank: +16 / Rep Rank: +19

Strength 1, Stamina 2, Agility 2, Dexterity 1, Fighting 3, Intellect 7, Awareness 6, Presence 10

General Advantages
Assessment, Attractive, Attunement, Benefit, Galactic Credits 2 (rich), Benefit, Jedi Rank 4 (master), Benefit, Renown 3, Connected, Contacts, Defensive Roll 4, Eidetic Memory, Equipment 18, Fascinate (Persuasion), Fearless, Great Endurance, Guidance, Improved Defense, Inspire 3, Interpose, Languages 4, Leadership, People Person, Reviving Team Attack, Set-up, Shii-Cho, Skill Mastery: Persuasion, Socially Adaptable, Speed of Thought, Talk 'Em Down, Teamwork, Trance, Ultimate Effort: (Persuasion), Well-informed

Enhanced Advantages
Improved Initiative 2, Luck 4, Uncanny Dodge

Skills
Acrobatics 4 (+6), Athletics 4 (+5), Close Combat: Lightsabers 4 (+7), Expertise (AWE): Popular Culture 6 (+12), Expertise (DEX): Artist 6 (+7), Expertise: Art Appreciation 6 (+13), Expertise: Astrogation 4 (+11), Expertise: Politics 10 (+17), Expertise: The Force 12 (+19), Insight 6 (+12), Investigation 8 (+15), Perception 4 (+10), Persuasion 8 (+22/+18), Ranged Combat: Force Powers 12 (+13), Stealth 4 (+6), Technology 6 (+13), Treatment 12 (+19), Vehicles 6 (+7)

Powers
Force Powers: Array
. . Ballistakinesis: Damage 12 (telekinetic, universal force, DC 27; Increased Range: ranged, Multiattack; Quirk: requires objects as ammo)
. . Battle Meditation: Burst Area Luck Control 1 (universal force, Bestow Luck, Advantages: Luck 4; Burst Area 13: 16 miles radius sphere, DC 11, Selective; Check Required 5: DC 14 - Expertise: The Force, Increased Action 2: move, Reduced Range 2: close)
. . Calming Presence: Concentration Burst Area Affliction 10 (light force, 1st degree: Entranced, Impaired, Resisted by: Will, DC 20; Burst Area 3: 120 feet radius sphere, DC 20, Concentration, Extra Condition; Check Required 4: DC 13 - Persuasion, Limited Degree 2)
. . Force Disarm: Damage 13 (telekinetic, universal force, DC 28; Disarming, Increased Range: ranged; Nonlethal)
. . Force Heal: Healing 13 (light force; Persistent, Restorative; Empathic)
. . Force Sense: Senses 4 (universal force, Acute: Detect Force Users, Detect: Force Users [Mental] 2: ranged, Radius: Detect Force Users; Feature: May use Expertise: The Force in place of Insight for Assessment, Sustained)
. . Force Stasis Field: Cumulative Cloud Area Affliction 7 (light force, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Will, DC 17; Cloud Area 3: 60 feet radius sphere, DC 17, Cumulative, Extra Condition, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Limited Degree, Tiring)
. . Foresee: Senses 4 (universal force, Precognition; Feature: As long as Fay uses this power regularly, she is considered to have +1 rank in Improved Initiative, Sustained; Activation 2: standard action, Uncontrolled)
. . Mind Trick: Cumulative Affliction 13 (universal force, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 23; Cumulative, Increased Range 2: perception, Subtle: subtle; Check Required 4: DC 13 - Expertise: The Force, Limited Degree)
. . Telekinesis: Move Object 12 (telekinetic, universal force, 1600 tons; Increased Mass 4, Increased Range: perception; Check Required 5: DC 14 - Expertise: The Force)
. . Telekinetic Wave: Cone Area Move Object 13 (telekinetic, universal force, 200 tons, DC 28; Cone Area: 60 feet cone, DC 23, Damaging; Check Required 5: DC 14 - Expertise: The Force, Limited: Pushing Away, Reduced Range: close)
Force Powers: Talents
. . Comprehend Speech: Comprehend 1 (universal force, Languages - Understand All; Subtle: subtle, Sustained; Limited: This power does not consider Binary to be a language)
. . Consular's Conversion: Healing 6 (light force; Custom: Bonus Effect (Can Counter Extra Effort Fatigue), Reaction 3: reaction; Fades, Limited: to Self Only, Limited: to Absorbed Energy Rank, Source: Independently directed Force energy or Lightsaber envelopes)
. . Impartial Mediation: Enhanced Trait 2 (light force, Persuasion +4 (+22); Limited: Only available when Fay is acting as an impartial third party)
. . Resist Aging: Immunity 1 (light force, Aging; Increased Duration: continuous)
Sephi Physiology
. . Force Sensitivity: Senses 5 (racial, Acute: Force Awareness, Awareness: The Living Force [Mental], Extended: Force Awareness 2: x100, Radius: Force Awareness, Advantages: Improved Initiative 2, Luck 2, Uncanny Dodge)
. . Invulnerabilities: Immunity 2 (racial, Uncommon Descriptor: Dream powers)
. . Longevity: Feature 1 (racial, Notes: Sephi can live for in excess of 400 years, although they do physically age unless they are benefitting from the Resist Aging force power (which is what Fay is doing).)
. . Resistances: Immunity 5 (racial, Custom: Mind Tricks 5; Limited - Half Effect)
. . Sephi Sight: Senses 3 (racial, Darkvision, Low-light Vision)

Equipment
Aquata-Breather, Commlink, Defender-class Lt. Corvette, Field Rations, Holomap, Holoprojector, Jedi Robes

Offense
Initiative +19/+15
Ballistakinesis: Damage 12, +13 (DC 27)
Calming Presence: Concentration Burst Area Affliction 10 (DC Will 20)
Force Disarm: Damage 13, +13 (DC 28)
Force Stasis Field: Cumulative Cloud Area Affliction 7 (DC Will 17)
Grab, +3 (DC Spec 11)
Mind Trick: Cumulative Affliction 13 (DC Will 23)
Telekinesis: Move Object 12 (DC 22)
Telekinetic Wave: Cone Area Move Object 13 (DC 28)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

Complications
- Feud: The Jedi and Sith Orders have been at war with each other for so long that it is unlikely either side in the conflict actually remembers what started their opposition to one another.
- Honor: Fay will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Doing Good: Fay travels around the galaxy seeking people in need of assistance so that she might use her abilities for the betterment of all.
- Oathsworn: As a Jedi, Fay is expected to live in strict adherence to the Jedi Code.
- Pacifist: Fay isn't a pacifist in the sense that she'll avoid battle at all costs, rather it is because she absolutely refuses to wield any form of technological device that has been designed for the specific purpose of causing harm to others. She will even refuse to use her ship's weapons unless it is in the defense of another vessel.
- Relationship: Fay is the mother and primary instructor of the Jedi Knight known as Amyalis Trislana.
- Responsibility: As a member of the Jedi Order, it is Fay's responsibility to act as a peacekeeper in defense of the Galactic Republic.

Languages
Basic (English), High Galactic (Latin), Huttese, Old Corellian (Read/Write), Ryl, Sephin [Native]

Defense
Dodge 14, Parry 10, Fortitude 6, Toughness 12/2, Will 13

Power Points
Abilities 64 + Powers 80 + Advantages 63 + Skills 61 (122 ranks) + Defenses 30 = 298

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Image
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Defender-class Lt. Corvette - PL 13

Strength 16, Defense -8, Toughness 13, Size Colossal

Features:
Cargo Hold, Combat Simulator, Communications 1, Computer, Living Space, Navigation System 1, War Room 1

Powers
Auxilliary Systems
. . Sensors: Senses 7 (technological, Detect: Detect Spacecraft [Radio] 2: ranged, Extended: Radio Senses 2: x100, Radio, Radius (Type): Radio Senses)
. . Shield Generators: Impervious Toughness 13 (technological; Sustained; Fades)
Drive Systems: Array
. . High-Power Thrusters: Flight 10 (technological, Speed: 2000 miles/hour, 4 miles/round)
. . Hyper-Drive: Movement 2 (technological, Space Travel 2: other solar systems; Check Required 2: DC 11 - Astrogation)
Weapon Systems: Array
. . Dual-Laser Cannons: Damage 10 (force, DC 25; Increased Range: ranged, Multiattack)
. . Missiles: Burst Area Damage 8 (ballistic, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)

Offense
Dual-Laser Cannons: Damage 10, +1 (DC 25)
Missiles: Burst Area Damage 8 (DC 23)

Power Points
Abilities 4 + Powers 66 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 77
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