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Mack Jace
17 December 2005, 05:01 PM
Okay everyone, I'm gonna post the stats of those who have posted (at least for the clones) and those who haven't, you can submit them to me and I'll update accordingly. After everyone has submitted stats, we'll get to work on ranks and stuff.
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SF-925(My Char) Male Human Soldier 6/Elite Trooper 1; Init +2 (+2 Dex); Defense +18 (+6 class, +2 Dex); Spd 8 m; VP/WP 45/18; Atk+7/+2 ranged (3d8/19-20 or DC 18 stun, Blaster rifle DC-17M Blaster, range 30 m) or +3/+3/-2 ranged (3d8/19-20, Blaster rifle DC-17M Blaster with Multifire, range 30 m) or +7/+2 ranged (4d8/20, Blaster rifle DC-17M Antivehicle, range 20 m); SV Fort +9, Ref +5, Will +4; SZ M; FP 3; Rep 4; Str 15, Dex 14, Con 15, Int 14, Wis 12, Cha 13, Challenge Code D.

Equipment: Explained Later

Skills: Climb+4, Computer Use+11, Craft (blaster pistols and rifles)+11, Craft (armor)+11, Demolitions+11, Jump+4, Knowledge (tactics)+11, Move Silently+1, Repair+11, Treat Injury+10.

Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Dodge, Heroic Surge, Martial Arts, Point Blank Shot, Precise Shot, Quick Draw, Toughness, Weapon Focus (Blaster rifle), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (heavy weapons), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (vibro weapons).

D-1161-12 (Yan Kai) (Barrier): Male Human Clone Soldier 6
Initiative: +2 (Dex); Defense: 17 (+2 Dex, +5 Class); Speed 8 meters (Armor Penalty); DR 5 (Armor); VP/WP 40/16. BAB: +7/+2. +9/+4 (ranged), +8/+3 (melee). SQ: Clone Immunities) SV Fort: +10 (+3 Constitution, +5 Class, +2 Great Fortitude Feat), Reflex: +4 (+2 Dex, +2 Class), Will +8 (+3 Wisdom, +2 Class, +1 Headstrong Feat, +2 Iron Will Feat); FP: ?, DSP: ?. Reputation: +2. Strength 14, Dexterity 14, Constitution 16, Intelligence 12, Wisdom 16, Charisma 8.

Equipment: Whatever the Commander gives a Demolitions Clone Commando.

Feats:
Armor Proficiency: (Light, Medium, Powered)
Great Fortitude
Headstrong
Heroic Surge
Iron Will
Point Blank Shot
Skill Emphasis (Demolitions)
Weapon Focus (Whatever type of Rocket Launcher Iím issued)
Weapon Group Proficiency (Pistols, Rifles, Vibro, Simple, Heavy)

Skill: Computer Use +7, Demolitions +13, Intimidate +5, Knowledge (Jedi History) +6, Pilot +3 Profession (Clone Trooper) +7, Repair +5, Search +3, Spot +6, Treat Injury +12.

A-1717 "Bingo" (Grimmsleeper) Human Male Clone Commando 6 Init. =7 (Dex and Improved Initiative); Defense 18 (+3 Dex, +5 Class Bonus); Speed 8m (Armor Penalty); DR 5; VP/WP 61/16; BAB +6/+1; +9/+4 (ranged)k, +8/+3 (melee). SQ: Clone Immunities; SV Fort +10 (+3 Con, +5 Class, +2 Great Fortitude); Ref +5 (+3 Dex, +2 Class); Will +4 (+2 Wis, +2 Class); FP?; DSP?; Rep +2; Str 15, Dex 17, Con 16, Int 15, Wis 14, Cha 14

Skills: Astrogate +4, Computer Use +9, Craft (Blaster Pistols and Rifles) +7, Demolitions +3, Hide +5, Intimidate +6, KnowB]A-1717/"Bingo"[/B] ledge (Battle Tactics) +8, Move Silently +5, Pilot +5, Profession (Clone Trooper) +8, Repair +9, Treat Injury +9

Feats: Armor Proficiency (Light, Medium, Powered).
Weapon Proficiency (Blaster Pistol and Rifles, Vibro Weapons, Heavy Weapons, Simple Weapons).
Improved Initiative
Great Fortitude
Point Blank Shot
Precise Shot

Equipment Kitarn Armor, Commando Utility Belt, Blastech DC-17 MABR, DC-15s Combat Pistol

CC 786 'Sarge' aka '86' (max ordo) Adult Male Human, Fringer 2/Soldier 4; Init +3 (+3 Dex); Def 20 (+2 Dex, +6 Class, +2 Misc); Spd 8m (Armor); VP/WP 58/14; Atk +7 melee (1d4+2, crit 20, punch), +7 melee (2d4+2, Vibrodagger [Retractable, Left Forearm]), +8 ranged (by weapon); SQ +1 bonus on attack and damage rolls with ranged weapons, for targets with 10m., Barter, Clone, Fringer bonus class skill (Diplomacy); SV Fort +9, Ref +6, Will +2; SZ M; FP: 0; Rep: +1; Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 14 (+2).
Equipment: Katarn Powered Armor (Damage Reduction: 5, Built in: commlink, helmet light, 2 days rations, retractable vibrodagger (Left Forearm), macrobinoculars, low light vision.+2 to Fortitude saves against hostile environments.), Utility Belt (Contains 3 days rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 1x Comlink, Couple Empty Pouches), Vibrodagger [Retractable, Left Forearm]
Skills: Computer Use +8 (+2 Int, +6 ranks), Demolitions +8 (+2 Int, +6 ranks), Diplomacy +11 (+2 Cha, +9 ranks), Intimidate +8 (+2 Cha, +6 ranks), Knowledge (Bureaucracy) +6 (+2 Int, +4 ranks), Knowledge (Tactics) +11 (+2 Int, +9 ranks), Listen +11 (+1 Wis, +6 ranks, +4 misc), Read/Write Basic, Search +11 (+2 Int, +9 ranks), Speak Basic, Speak Kaminoan, Speak Kel Dor, Spot +14 (+1 Wis, +9 ranks, +4 misc), Survival +10 (+1 Wis, +9 ranks)
Feats: Alertness, Armor Proficiency (light, medium, powered), Defensive Martial Arts, Martial Arts, Point Blank Shot, Precise Shot, Rapid Shot, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, vibro weapons)

Fallen Jedi: Waiting on stats.

B-3221 (Rabiddog) Male
Human Soldier 6;

Init +6 (+2 Dex, +4 Improved Initiative);
Defense +17 (+5 class, +2 Dex);
Spd 8 m; VP/WP 59/15;

Atk+9/+4 ranged (3d8/19-20 or DC 18 stun, Blaster rifle DC-17M Blaster, range 30 m) or
+5/+5/+0 ranged (3d8/19-20, Blaster rifle DC-17M Blaster, range 30 m) or
+9/+4 ranged (3d8/20 or DC 18 stun, Blaster, heavy, range 8 m) or
+5/+5/+0 ranged (3d8/20, Blaster, heavy with Multifire, range 8 m) or
+8/+3 melee (2d4+3/20, Vibrodagger);

SV
Fort +7, +9 (+2 equipment bonus on Fortitude saves against extreme temperatures)
Ref +5,
Will +3;

SZ M; Rep 2;

Str 15
Dex 16
Con 14
Int 14
Wis 12
Cha 12
Challenge Code C.

Equipment: Katarn Armour, medium (DR 5).
(+2 equipment bonus on Listen and Spot checks)

Skills:
Astrogate+4,
Climb-1,
Computer Use+7,
Demolitions+7,
Disable Device+4,
Intimidate+5,
Jump-1,
Listen+3,
Pilot+5,
Repair+7,
Ride+5,
Search+4,
Spot+3,
Survival+5,
Treat Injury+5.

Feats:
Armor Proficiency (light),
Armor Proficiency (medium),
Combat Reflexes,
Improved Initiative,
Point Blank Shot,
Precise Shot,
Quick Draw,
Weapon Focus (Blaster carbine),
Weapon Focus (Blaster rifle),
Weapon Group Proficiency (blaster pistols),
Weapon Group Proficiency (blaster rifles),
Weapon Group Proficiency (heavy weapons),
Weapon Group Proficiency (simple weapons),
Weapon Group Proficiency (vibro weapons).

Hazardous Moose: Waiting on stats.

If anyone submits stats to me, can you also tell me your specialty? So far the Sniper and Demo positions have been taken.

Okay, here is the equipment for Republic Clone Commandoes:

STANDARD GEAR:

Katarn Armour
Integrated secure commlink, integrated helmet glow lamp, macrobinocular viewplate, low-light vision enhancer, retractable arm-mounted vibrodagger, +2 equipment bonus on Listen and Spot checks, +2 equipment bonus on Fortitude saves against extreme temperatures.
DC 5, ACP -2, Max Dex Bonus +2, Move 8m WEIGHT: 8.5kg

Utility belt with assault pack
10 power packs, 4 energy cells, medpack, 1 week supply of concentrated field rations, SurvivalGear Water JugFilter, weapons cleaning kit, magnetic compass, hygiene kit, emergency blanket, grappling spike launcher, 2 liquid cable dispensers, 4 luma flares.
WEIGHT: 3.9kg

BlasTech DC-17 Modular Assault Blaster Rifle (MABR)
Weapon Group: Blaster Rifles
Type: Blaster Rifle
Weight: 5.5kg
Damage: 3d8
Critical: 19-20
Damage Type: Energy
Range Increment: 30 m
Fort DC: 15
Size: Medium
M/A: M and A
Special: The DC-17 uses specially designed high-concentration power packs, enabling the rifle to fire up to 300 shots on a single power pack. However, these special power packs are non-rechargeable and are only issued for combat operations. The DC-17 is designed to operate with standard power packs, though it can fire only 50 shots per pack. Troops issued DC-17 rifles typically carry a standard load of 8 of these special power packs.
The DC-17 is capable of fully automatic fire. Since the rifle is not primarily designed as an automatic weapon, the firer suffers a -4 penalty to all attacks made when using Autofire, even if the firer has the Multishot feat. Multifire attacks are treated normally.
The modular design of the DC-17 rifle enables various attachments to be fitting to the weapon, while still using the primary trigger to fire additional payloads.

DC-17 Anti-Armour Attachment:
Weight: 2.2kg
Damage: 4d8
Critical: 20
Blast Radius: 6 m
Damage Type: Energy
Range Increment: 50 m
Ammo Count: 4
Special: Attaching or removing the AA module requires an attack action. Ignores the first 5 points of DR. The anti-armour shells used are custom designed, and cannot be purchased normally. A standard load consists of only 4 rounds, with the exception of dedication AA specialists, who usually carry and additional 8 shells.

DC-17 Sniper Attachment
Weight: 1kg
Damage: 3d8
Critical: 19-20
Range Increment: 80 m
Damage Type: Piercing
Ammo Count: 20
Special: The DC-17 sniper module fits completely over the rifle's barrel and comes equipped with a 10x digital scope which links directly to the firer's HUD helmet display. The snper attachment fires specially designed 14.7mm high velocity duranium slugs, capable of penetrating 1 meter of solid duracrete at 300 meters. The round's immpressive kinetic energy ratio enables it to perform as well as a standard blaster bolt, with the added ability to bypass ray shields and pierce the standard armor plating used on most combat droids, most notably the Super Battle Droids used by the CIS forces.

The sniper module's removable magazine is unable to be 'field-loaded'; after the last round is expended from the magazine, the magazine's feeding mechanism is disabled, preventing enemy troops from utilizing empty mags. Each magazine contains 20 rounds, with dedicated snipers typically carrying 4-5 additional magazines. The sniper module may only be fired once per round. Unlike the other DC-17 attachments, the firer may not fire the weapon's primary barrel, as the sniper attachment uses the barrel as an anchor point.

DC-17 Grenade Launcher Module
Weight: 2.5kg
Damage: 4d8
Blast Radius: 6 m
Damage Type: varies by grenade type
Range Increment: 50 m
Ammo count: 5 grenades
Special: A variation of BlasTech's standard under-mounted grenade launcher, the DC-17 variant utilizes the unique trigger group of the DC-17, enabling the primary trigger to fire either blaster bolts or variant payloads with no additional delay time. The launcher can hold 5 grenades in its magazine, or may be operated as a pump-action single shot weapon. The launcher attachment accepts a wide variety of payloads, ranging from standard frag grenages, to EMP pulse emitters, smoke canisters, and cryoban cylinders.

BlasTech DC-15s Combat Pistol
Weapon Group: Blaster Pistols
Type: Blaster Pistols
Damage: 3d6+1
Critical: 20
Damage Type: Energy
Fort DC: -
Range Increment: 12 m
Size: Small
M/A: M only
Special: The DC-15s was designed for commando and ARC troopers as a backup weapon, but the pistol has been so well received that some troopers prefer them over rifles, especially in tight quarters. Outwardly no different in appearance or operation than a standard blaster pistol, the DC-15s uses a revolutionary new power pack, capable of self-charging without the need for replacement. Dispelled tibanna gas is fed back into the pistols' specially designed Xciter, enabling a near-limitless supply of firepower.

The only drawback to this new design is that the DC-15s is limited to firing only 7 shots before its power pack begins the recharging process. Users are cautioned to count their shots to avoid wading into battle unprepared. After firing 7 shots, the SC-15s must recharge for one full round before the weapon can be fired again. Though its power pack can fire thousands of shots before completely draining, repeated heavy firing has been known to produce noticeable (and dangerous) stress cracks in the unit's Xciter module.


The Handheld Resucitation Unit can only be used on a dying character (negative wound points). Using it is a full-round action that provokes attacks of opportunity. The user must be next to the wounded character. All it is meant to do is revive the character ( character set to 0 wound points of health). It can be used on a clinically dead character (-10 or more wound points) but the character must be intact (all limbs and whatnot accounted for) and the device only has a 25% chance of working plus the Handheld Resus Unit must be used within CON turns of the character dying. It bumps the dead character to -9 wound points where he must be stabilized normally. If used more than twice per day, character have a cumulative 15% chance of temporarily losing 2 points from Intelligence or Wisdom (determined randomly). These points can only be regained through prolonged bed rest (1 point per day spent doing nothing but resting). The unit, because of its electrostatic discharge, may be used as a weapon. It deals 1d6 of electrical damage to any healthy target (anything with vitality remaining). The Handheld Resus Unit weights 2kg and takes one hand to use.

Thanks to Ronin:D.

olineisfine
17 December 2005, 05:15 PM
ok so heres the start of jedi stuff
Jawnus Ra'me male human jedi guardian age 22, 6'2", 200lbs. brn hair blue eyes.

STR-17(+3)
DEX-14(+2)
CON-14(+2)
INT-15(+2)
Wis-12(+1)
Cha-13(+1)
vitality/wounds, 55/15, defense22, 10+6+2+4; speed 10m, base attack 7/2, reputation bonus +2, fotitude 7, reflex 7, will 5, mele 10/5, ranged 9/4

skills- craft(lightsaber) 12, knowledge (jedi/sith lore) 12/12, battlemind 12, enhance ability 12, force defense 11,

feats- EWP, FS, Power Attack, Quick Draw, alter, control, sense, lightsaber defense/knight defense, mettle

credits-14,000

*note, jedi cannot have extra equipment besides your robes and your lightsaber, for this mission any way*

Mack Jace
17 December 2005, 05:17 PM
In regards to equipment in case anyone's wondering, you don't have to use the equipment I gave, but it's the standard. Many clones personalize their loads wih other weapons and equipment, based upon the mission and their specialty. So if you find a piece of equipment that you would like, let me know, and I'll tell you if it's okay.

Koreas Drumm
17 December 2005, 05:53 PM
Qwel Lae'Star Azarr
Male Bothan, Jedi Guardian Level 5
Weight: 195 lb. (Don't know Metric)
Height: 6'1" or (GM's Choice) 1.6M
Physical Appearance: Cold Blue Eyes (His Mother's), White fur, except around the eyes, and on the ears, there it is black. Qwel is thin, and somewhat in turmoil over the disappearance of his best friend. He wears normal Jedi Robes, except for a dark blue belt...

Str : 10 | 0
Dex : 18 | +4
Con : 16 | +3
Int : 14 | +2 (Improved by +1 at level 4)
Wis : 8 | -1
Cha : 12 | +1

Will Save: 2
Fort Saves: 8
Ref Saves: 9

Defense: 19 (Do Jedi Robes give bonus defense?)

VP: 36
HP: 16

Weapons: Lightsaber (+10 to hit, 2d8 dmg, think that's it...)

Feats:
Quick Draw, Weapon Finesse (Lightsaber), Weapon Focus (Lightsaber), Force Whirlwind

Skills:
Balance: +10, Climb: +4, Hide: +10, Craft (Lightsaber): +10, Battlemind: +12, Force Defense: +7, Heal Another: +3, Heal Self: +4, Speak/Write Bothan, Speak/Write Basic.

BackStory:
Qwel Azarr was born to Araest Li'Inya and Traest Azarr, both force-users who had discovered the force themselves, and played with it. Neither were very powerful. They met on Coruscant at the Wedding of Deddas, a mutual friend (Also Bothan), and liked each other. They left Coruscant together to deal with a call for Pirate-Hunters. Afterwards, they returned to Coruscant, and were married. Araest soon became Pregnant. When the child was born, it was found to be fairly strong in the force, they named him Qwel Lae'Star and left him with Deddas' wife, also pregnant, to go on another pirate hunt. They, and all of their crew died, Deddas was also one of their company. Deddas' wife, Laina, turned Qwel and her newborn daughter, N'Arra, who was also strong in the force, over to the Jedi. Laina then went in search of the Pirates who killed her Husband, and was never heard of again.
Qwel and N'Arra trained together and were very close right from the beginning, they looked out for eachother and cared for eachother. They were best friends. They also learned at a very rapid pace, When N'Arra was chosen as a Padawan by a prestigious Jedi Master, Qwel was thrilled for her, and only wished that he could go with her on her missions. Qwel was picked as a Padawan by Jawnus Ra'me he was elated, N'Arra was happy for him too. Then, she left on another mission, a peacekeeping mission with a planet that was considering seceding to the Seperatists. She and her Master disappeared on that mission. Qwel has sworn to find her. When he and his master are summoned to go to Geonosis on a mission to rescue some Jedi, Qwel gets excited... Finally, he would have a chance to strike back at the Seperatists!

Alright, It's incomplete, I know, but I need some help from the GM.

GrimmSleeper
17 December 2005, 06:07 PM
Human Male Clone Commando 6 Init. =7 (Dex and Improved Initiative); Defense 18 (+3 Dex, +5 Class Bonus); Speed 8m (Armor Penalty); DR 5; VP/WP 61/16; BAB +6/+1; +9/+4 (ranged)k, +8/+3 (melee). SQ: Clone Immunities; SV Fort +10 (+3 Con, +5 Class, +2 Great Fortitude); Ref +5 (+3 Dex, +2 Class); Will +4 (+2 Wis, +2 Class); FP?; DSP?; Rep +2; Str 15, Dex 17, Con 16, Int 15, Wis 14, Cha 14

Skills: Astrogate +4, Computer Use +9, Craft (Blaster Pistols and Rifles) +7, Demolitions +3, Hide +5, Intimidate +6, KnowB]A-1717/"Bingo"[/B] ledge (Battle Tactics) +8, Move Silently +5, Pilot +5, Profession (Clone Trooper) +8, Repair +9, Treat Injury +9

Feats: Armor Proficiency (Light, Medium, Powered).
Weapon Proficiency (Blaster Pistol and Rifles, Vibro Weapons, Heavy Weapons, Simple Weapons).
Improved Initiative
Great Fortitude
Point Blank Shot
Precise Shot

Equipment Kitarn Armor, Commando Utility Belt, Blastech DC-17 MABR, DC-15s Combat Pistol

GrimmSleeper
17 December 2005, 06:08 PM
*Init +7*

Yan Kai
17 December 2005, 07:44 PM
Barrier will take the DC-15 combat pistol and the DC-17 Grenade Launcher Module. He wears the Katarn armour and carries the Utility belt and assault pack.
In addition to the gear he also is equiped with 4 kilograms of detonite and 6 remote detonators. A belt of 4 frag greanades and two thermal detonators. And 3 clips of 5 grenades for the DC-17. He also carries 4 ion grenades.
The non-weapon equipment also consists of two extra medpacks.

LightSaber-Lord
18 December 2005, 07:30 AM
Corvvanus Solo

Male, Human, Jedi Guardian L6.

Wt: 217 lb
ht: 1.7 m

Str 15 +2
Dex 16 +3
Con 15 +2
Int 11 0
Wis 10 0
Cha 15 +2

HP: 15
VP: 29

Defense: 18 (Do Jedi Robes give a bonus?)
Initiative: 3 + Improved Initiative Feat

Saves:
Fort: 5 + 2 = 7
Ref: 5 + 3 + 2* = 10
Will: 3 + 3 = 3

*This is for Lightning Reflexes, I assume that it is a +2 bonus.

Skill Points: 45 (9 + (5(4+0)) + 4(4 + 0))
Skills:
Affect Mind: 6 + 2 = 8
Force Stealth: 10 + 2 = 12
Heal Another: 10 + 0 = 10
Heal Self: 10 + 2 = 12
Craft (Lightsaber): 4 + 0 = 4
Pilot: 2 + 3 = 5
Jump: 3 + 2 = 5

Feats:
Burst of Speed,
Lightning Reflexes,
Weapon Focus (Lightsaber)
Improved Init.
Quick Draw

Lightsaber, (+9 attack, 2d8 dmg)

Backstory:
Corvannus' origins (His Parents names and such) are unknown, but he has often wondered who his parents were, and he hopes to someday find out who they were and what happened to them. Corvannus was the sort of person who made light friendships with many, and close friendships with next-to-none. He was beginning to grow close to his first master when his first master was killed. He was masterless until just recently, when Aric Qel-Droma adopted him as a Padawan. He is not surpassingly great at anything, but is moderately good at everything, and his focus has been on lightsaber combat. Allowing him to be fairly good at it. Corvannus and his Master have now been assigned to the rescue team that is to go to Geonosis. Corvannus is cocky, quick to laugh or smile. He isn't brilliant, but he is certainly not stupid either.

max ordo
18 December 2005, 11:59 PM
CC 786 'Sarge' aka '86': Adult Male Human, Fringer 2/Soldier 4; Init +3 (+3 Dex); Def 20 (+2 Dex, +6 Class, +2 Misc); Spd 8m (Armor); VP/WP 58/14; Atk +7 melee (1d4+2, crit 20, punch), +7 melee (2d4+2, Vibrodagger [Retractable, Left Forearm]), +8 ranged (by weapon); SQ +1 bonus on attack and damage rolls with ranged weapons, for targets with 10m., Barter, Clone, Fringer bonus class skill (Diplomacy); SV Fort +9, Ref +6, Will +2; SZ M; FP: 0; Rep: +1; Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 14 (+2).
Equipment: Katarn Powered Armor (Damage Reduction: 5, Built in: commlink, helmet light, 2 days rations, retractable vibrodagger (Left Forearm), macrobinoculars, low light vision.+2 to Fortitude saves against hostile environments.), Utility Belt (Contains 3 days rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 1x Comlink, Couple Empty Pouches), Vibrodagger [Retractable, Left Forearm]
Skills: Computer Use +8 (+2 Int, +6 ranks), Demolitions +8 (+2 Int, +6 ranks), Diplomacy +11 (+2 Cha, +9 ranks), Intimidate +8 (+2 Cha, +6 ranks), Knowledge (Bureaucracy) +6 (+2 Int, +4 ranks), Knowledge (Tactics) +11 (+2 Int, +9 ranks), Listen +11 (+1 Wis, +6 ranks, +4 misc), Read/Write Basic, Search +11 (+2 Int, +9 ranks), Speak Basic, Speak Kaminoan, Speak Kel Dor, Spot +14 (+1 Wis, +9 ranks, +4 misc), Survival +10 (+1 Wis, +9 ranks)
Feats: Alertness, Armor Proficiency (light, medium, powered), Defensive Martial Arts, Martial Arts, Point Blank Shot, Precise Shot, Rapid Shot, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, vibro weapons)

And Mack I'll get you the background shortly. The whole xmas rush plus work have made free time scarce.

P.S. He will use the standard issue DC 15 and DC17n

Yan Kai
19 December 2005, 04:36 AM
Are there any types of anti-vehicle rocket launchers that Barrier could use?

Mack Jace
19 December 2005, 08:44 AM
Here (http://conversions.swrpgnetwork.com/entry.php?s=&id=446) is a Rocket Launcher you can use, but you'll have to request it on a mission to mission basis. It's not considered part of your usual equipment. Also, if no one objects, or has any questions, I'll begin the IC thread later today. As for that last spot, I'll just NPC it till we get someone else.

Yan Kai
19 December 2005, 10:21 AM
Great!!

Koreas Drumm
19 December 2005, 11:05 AM
Are the Jedi going to have any interaction with the Clones?

Toyship
19 December 2005, 11:40 AM
Aric Qel-Droma
Aric was taken into the Jedi temple on Dantooine after he was abandoned by his parents. He was taken into an orphanage where it was noticed that he had strange powers. THe wards of the orphanage were suprised when Aric told them that he could tell what the other childrens' feelings were. Now, he couldnt read their minds per-se, but he could feel their emotions. The headmaster of the orphanage took him in front of the Jedi council on Dantooine and he was taken on as a Padawn learner by a Zabrak named Aan Zareesh. Master Zareesh taught him in the ways of the Force and honed his Padawan's ability to feel emotions.
Fate seemed to be kind to Aric, but it would not stay so kind. On a mission to an unamed planet Aric figured out his real identity and what the lineage of the Qel-Dromas really meant. HIs progenitors Ulic and Duron had both been killed as Force users. Ulic fell to the dark side and Duron was killed by a Terentatek on the Sith homeworld of Korriban. It was on this un-named world that Aric found the Qel-Droma cloak that he is rarely seen without. Aric was adamant that he would not fall to the dark-side like his predecessor Ulic. He has strove to follow in the footsteps of Duron Qel-Droma, a Jedi hunter.
When Aric's master died at the hands of a group of bounty hunters, he became consumed in grief. His Master was the only one who had really cared for him and he went into a quiet meditative state. When he came out, hewas transformed. His Force abilities had become amazing and his combat prowess exceptional. It was only a matter of time befor the council decided to grant him the title of Knight.
When the call from Coruscant came for Jedi to aid in the assault of Geonosis Aric was sent along with a few other Jedi to help stem the tide of Separatists.
His Stats are:
Aric Qel-Droma
Male human Jedi Guardian 7; Init +2 (Dex); Defense 18 (+6 class +2 Dex); Spd 10 m; VP/Wp 67/17; Atk +10/+5 melee (3d8+1/19-20, lightsaber) or +9/+4 ranged; SQ Deflect(Defense +1); Deflect(attack-4); Deflect(Extend Defense and Attack); Sv Fort +8, Ref +7, Will +6: SZ M: FP 7; DSP 0; Rep +2: Str 17, Dex 15, Con 17, Int 15, Wis 15, Cha 13.
Equipment: Lightsaber*, Jedi Robes, utility belt, Qel Droma cloak, Blaster Pistol, comlink, macro binoculars.
*Aric Qel-Droma has constructed his own lightsaber.
Skills: Knowledge (Jedi Lore) +12, Knowledge (Qel Dromas) +12.
Force Skills: Battlemind 15(mettle), Empathy 17(compassion) (skill focus), Farseeing +12, Force Strike +12.
Feats: Exotic Weapon Proficiency (lightsaber), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons), Force Sensitive.
Force Feats: Alter, Compassion, Control, Dissipate Energy, Mettle, Sense, Skill Emphasis (Empathy).

thats it for now
Toyship

LightSaber-Lord
19 December 2005, 12:32 PM
wait a moment, the qel-droma's are AWESOME, but, the game they come from, is 4000 years before SWanh. so that emans that Aric is around 4000 years old...

hows that work out???

LightsaberLord

Yan Kai
19 December 2005, 02:53 PM
It's possible that Aric is a relative of Cay and Ulic Oel-Droma. Not necessarily a great great... grandson (even though back then the Jedi rules were much less strict, wich is why there were as many Sith lords as there were, so it is possible that he could be that Cay and Ulic are ancestors of Aric) He could be a offspring of a cousin or another relative. I don't actually know much about the Qel-Droma brothers.

Mack Jace
19 December 2005, 02:53 PM
Are the Jedi going to have any interaction with the Clones? They are. Oline and I just thought it would be easier to have two separate threads, to keep it from getting too confusing.


wait a moment, the qel-droma's are AWESOME, but, the game they come from, is 4000 years before SWanh. so that emans that Aric is around 4000 years old...

hows that work out??? Well....I'm not exactly sure, but he is related to them, right Toyship?

Yan Kai
19 December 2005, 02:55 PM
I thought that two seperate threads was a great idea.

Koreas Drumm
19 December 2005, 03:15 PM
They are. Oline and I just thought it would be easier to have two separate threads, to keep it from getting too confusing.

OK. Awesome. I will look forward to leading many valiant clones in battle...

Toyship
19 December 2005, 03:21 PM
Yeah hes related ill clear that up here soon.....

Yan Kai
19 December 2005, 06:19 PM
We look foward to being led sir.

Mack Jace
20 December 2005, 04:14 AM
Since there are only six clones, I will split us up into 2 squads of 3. The Ranks are as follows:
Lieutenant, Sergeant, Lance Corporal, Trooper(private) no color. The color determines the color of the stripes on the armor.

Alpha Squad
Mack Jace-Lt.
Yan Kai- LC
Fallen Jedi-Trooper

Omega Squad
Max Ordo-Sergeant
Grimmsleeper-LC
NPC-Trooper

So, max's character would have green stripes on his armor, and Yan Kai's would have red.

EDIT: I messed up on the rankings, always thought a sergeant was higher rank than a lieutenant. Just cleared it up a bit.

EDIT(again): After talking about it a bit, oline and I have decided to make my char a Lt, because it's better to have a CO in charge, rather than an NCO.

Koreas Drumm
20 December 2005, 07:33 AM
Good. I shall attempt to be a good commander, and lead you well in battle. I also hope to keep as many of you as alive as possible.

Yan Kai
20 December 2005, 07:46 AM
I hope that you keep us alive too sir.

Mack Jace
20 December 2005, 08:51 AM
For those that don't know, I have put up the Clone IC, and have detailed our first mission.

max ordo
20 December 2005, 11:43 PM
Ok boss. I'll try and perform my role to the best of my abilities. clones you will not die. that is an order. We will have fun i promise. follow me to your destinies.




P.S. This post written with the helkp of alot of 1800. the 21 and over crowd will understand/ the rest have alot to look forward to. B)

Mack Jace
21 December 2005, 09:14 AM
Just a little clarification on my part. The clones are on a completely different ship than the Jedi, the jedi are already well on their way to Geonosis, and the clones are just leaving. Just needed to clarify that.

Mack Jace
21 December 2005, 02:45 PM
Okay everyone. Since the next couple of days are Christmas and family days, I understand that the posts will be far between. Trust me, don't worry about pulling yourself away from family just to post on here. I also wanted to ask, since battle will be coming shortly: do you want a time limit on posts after the GM post? E.G. I post a round of combat, and then you guys have a set amount of time to post before I post the next actions. Sound good? Just let me know how much of a time limit you want.

olineisfine
21 December 2005, 06:22 PM
ok just to put this out there but you players are moving real slow. lets keep going

Mack Jace
22 December 2005, 04:33 AM
oline, check your PMs.

LightSaber-Lord
22 December 2005, 08:20 AM
This is LightsaberLord. just checking in, to let the GMs kno i'm here.

TR

olineisfine
22 December 2005, 08:35 AM
ok look heres a poll I'm taking for the clones only!!! would you clones mind if we the jedi move ahead to the battle as soon as possible because the way I see it it wont take long for you to get there and we are fighting long before you arrive to save the day so, should we move to battle asap or wait till you clones move a little farther?

max ordo
22 December 2005, 09:56 PM
Sorry for not posting yet but have alot of family coming into to town the last few days and been busy. will start posting regularly soon. probably something tonight or in the morning before work.

Mack Jace
25 December 2005, 09:21 AM
That's quite alright max. I myself am spending time with familiy and am putting in this post between family visits.:D Anyway, I just wanted to wish everyone a Merry Christmas (or to be politically correct: Happy Holidays). So have a great day, and we'll get started again sometime tomorrow.

LightSaber-Lord
25 December 2005, 09:54 AM
Merry Christmas to you guys too. i'm not afraid to say it. its not my thing if i can't use it, Spend it or do it. if somebody wants to bug me, its my tradition, not a fraid to say so.

TR

Yan Kai
26 December 2005, 12:39 PM
Merry Christmas. It's okay to say it.

BTW, sorry for not posting for awhile. Been busy.

AceBandit91688
26 December 2005, 06:38 PM
Hello people, looks like I will be taking that last spot on the Omega Squad, it will be a pleasure working with you.
Oh, and Mack Jace, please check your PM's.

Here is my character background:

Clone Designation AB-91688-JE a.k.a. "Ace"

Clone AB-91688-JE was an anomoly, being that instead of being an exact clone of Jango Fett, he was different both in looks, personality, as well as on the genetic level. It is unknown how exactly this happened, but whatever it was, it has made for a good soldier.

Ace, as he is called, progressed very quickly through basic training, even surpassing the rest of his batch, he was not only good at what he did, but he liked it too. So much in fact that he became obsessed with killing, and he even killed one of his batch-mates "accidentaly" during training.

Ace became very attached to his DC-17, and his DC-15 sidearm. He seldom used the other attachments, due to the long time it took to switch between them.

He is currently part of the Omega squad, where he serves as basic infantry.

Mack Jace
27 December 2005, 06:41 AM
Got 'em. You have a 'go' on stats. Background looks good too.

Mack Jace
27 December 2005, 06:00 PM
Just an update here. As you probably already know, AceBandit91688 has joined the group, taking up the last spot on Omega Squad. We also have (hopefully) two more players. They will add an extra spot to both squads, thus making them full squads. Just wanted to make sure that everyone knew that we were adding on to the group.

Rabbiddog
27 December 2005, 06:42 PM
Just PMed you my stats Mack.
:)

Mack Jace
28 December 2005, 05:00 PM
Here is an update for the new players to the group. AceBandit is going to be at the briefing, since he has taken up an NPC spot. Hazardous Moose and Rabiddog are going to be joining later, so they are not at the briefing. If anyone has any questions about this, let me know.

Mack Jace
29 December 2005, 04:43 PM
Here are the stats for the EMP Grenades.

Electromagnetic Pulse Grenade
Weapon Type: Grenade
Prof: Simple
Damage: 4d8
Range: 4m (4m)
Cost: 500
Crit:--
Weight: 0.5 kg
Size: Tiny
Type: Energy
Fort DC: 15


I had to come up with these stats on my own, as I can't seem to find any. If anyone has any suggestions, or has a set of stats better than this, let me know.

Rabbiddog
29 December 2005, 05:58 PM
The EMP grenade stats sound good to me, not sure about anyone else.

As far as my characters specialties, he has weapons focus in carbines and rifles, I took skills that were more for a close quarters type of combat. More for the blitz type breach and secure operations (think SWAT).

Yan Kai
2 January 2006, 07:45 AM
My character (Barrier) is a Heavy Weapons and Demolition specialist. He also is able to work with electronics and has a Treat Injury of +12.
I pretty sure that's it anyway.

BTW: I think the grenade stats are good. But shouldn't it take a penalty against organics or something. Just a thought.

Mack Jace
2 January 2006, 05:12 PM
Originally posted by Yan Kai
My character (Barrier) is a Heavy Weapons and Demolition specialist. He also is able to work with electronics and has a Treat Injury of +12.
I pretty sure that's it anyway.

BTW: I think the grenade stats are good. But shouldn't it take a penalty against organics or something. Just a thought.

Sounds like he's got all the bases covered, on the most basic level atleast.:D And for the grenades, unless the person has cybernetics, or some sort of electronic device on them, it's not really gonna have an affect, just kinda make them vibrate a little.:D

Yan Kai
2 January 2006, 07:46 PM
Okay. Sounds Good

Barrier is carrying a light load.

olineisfine
3 January 2006, 06:34 PM
hey you clones take for ever!!! we jedi want to start fighting and you clones cant even have 1 post once in a while, start posting or im gonna lean on mack to npcyour char's till you decide you want to play!

Yan Kai
4 January 2006, 06:51 PM
I agree. I have been waiting for awhile. If were ever going to lay waste to Gonosis we got to get going.

Rabbiddog
4 January 2006, 09:03 PM
Ditto!

Mack Jace
5 January 2006, 04:14 AM
I've been waiting as long as possible, but...if Max Ordo, Grimmsleeper, and Fallen Jedi are out there, please check in ASAP.

Rabbiddog
5 January 2006, 05:48 PM
Mack, if need be I can help NPC some of the characters. let me know.

;)

LightSaber-Lord
6 January 2006, 01:51 PM
hey guys, i'm sry, but it looks like i'm gonna be Way too busy for the next 12-13 weeks, i gottta bail out.. i'm sry guys.

i'm sure some of you can understand.

Lightsaber Lord

Koreas Drumm
7 January 2006, 12:13 PM
I pretty much have to back out as well. But I'll try and stay in as long as possible (until you can find a replacement for me.), and I feel awful about this. I hate making commitments and then backing out on them. I may still be able to do this. But don't count on it.

Mack Jace
7 January 2006, 03:33 PM
Sorry tohear that. If something changes though, you're always welcome back.

Koreas Drumm
7 January 2006, 03:47 PM
As mentioned beforehand. I may still be able to do this. Just don't count on it.

Rabbiddog
7 January 2006, 05:25 PM
Hey oli your PM box is full. :D

Qwel is one of the Paddies right? I'll go ahead and play him.

olineisfine
7 January 2006, 05:27 PM
yep, thats fine.

Koreas Drumm
8 January 2006, 07:02 AM
Oh. Wow. That was fast enough. I'll let you take him over. Unless I decided to play as mentioned beforehand. I'll let you know when I make my final decision...

olineisfine
8 January 2006, 07:06 AM
Koreas your only way to continue to play would be to take on the other jedi apprentice, mine is taken over, for good, so you cant have him back but you could have the other apprentice.

Koreas Drumm
8 January 2006, 07:16 AM
Crap. Not much chance that I could create a new Paddie to replace him is there? Assuming that I do decide to do this.

Crap. Oh well... I prolly won't end up doing it, and then it'll all work out fine.

Mack Jace
8 January 2006, 07:50 AM
I'm "borrowing" these guidelines from bocce, this is a really good system he has.

While we're in combat initiative:


The GM will make all dice rolls in combat; you only need describe what your character intends to do. I'll probably ask for 2-3 rounds at a time. Try to keep combat descriptive and cinematic, and only use "rulebook-speak" when necessary.
And feel free to add "contingency options" to your post, as in: "if this succeeds, then I do that."
Combat will take the form of "players post their intended actions, then GM posts a resolution." See THIS (http://holonet.swrpgnetwork.com/showthread.php?s=&threadid=16717&perpage=15&pagenumber=6) thread for a good example of this style of combat.
Try not to "act out of turn." I'll try to keep the Initiative posted throughout the combat, so try to keep more-or-less in order. If you post a little too soon or too late, I'll cover it in my resolution posts. I (probably) won't make a big deal out of this, but try to keep in order.
Once you've posted in a combat, please don't again until the GM resolves your action. OTHER players can post after you; the same player just shouldn't post twice in-between GM post. Depending on the situation, I may respond to every player's post, or I may let a few players declare their actions before resolving it.


This is pretty much verbatim from what bocce has posted for his game, so all credit goes to him. The Clones will be getting into initiative order soon, so I thought I'd post this now.

Koreas Drumm
11 January 2006, 07:49 PM
Hope ya'll don't mind if I repost Aric with a spell-check. Since he's my new character, actually... I'll just wait until I gain a new level, then give you his new stats along with the spell-checked Aric.