Warning: preg_replace(): The /e modifier is deprecated, use preg_replace_callback instead in ..../includes/class_bbcode.php on line 2958
The Departed [OOC]: Recruitment and General Goofiness
Page 1 of 3 123 LastLast
Results 1 to 15 of 37

Thread: The Departed [OOC]: Recruitment and General Goofiness

  1. #1
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default The Departed [OOC]: Recruitment and General Goofiness

    This is a recruitment thread to "The Departed" role-play game.

    "The Departed" refers not to the excellent movie by Martin Scorcese, but to the fact that this game departs from EU Canon, and that the core members have departed with/from the New Republic (or even, perhaps, the Imperial Remnant) to lead the life of fly-and fire-for-hire (FireFly) mercenaries in a newly established Private Security Contractor firm.

    And yes, I blatantly ripped off the name from Joss Whedon. Copyright lawyers take note: while I did take certain inspiration from the excellent but short lived TV series, this game in no way resembles the plucky crew of Serenity making their way in a hostile 'Verse against an oppressive central government.

    If this game even manages to reach a tenth of the character development, humor, and heart of the FireFly TV series, it will be more a testament to the players involved than anything I do. (That's right, I'm already blaming the players for any copyright infringements/lawsuits; "It's all their fault, yer Honor! I swears it!")


    The Galactic Situation is thus: (timeline: 14 years after the Battle of Yavin, 10 years since the New Republic has beeen founded, 9 years since the New Republic took Coruscant, 6 years since the Thrawn Crisis.)

    The New Republic: the New Republic controls about 1/3 of the known Galaxy, but its support is, generally speaking, "soft." Many worlds, remembering (and not that long ago!) the perils of a strong, central government, are not eager to strongly embrace even the New Republic. Many of the Core Worlds, where the Imperial yoke rested lightly, are also "soft" on the New Republic.

    Quite a few of the worlds in the Mid Rim and Expansion Regions that the New Republic does have in its sphere of influence were badly damaged by the retreating Imperial Remnant (employing a scorched earth policy) during the waning days of the Galactic Civil War, and as functional "contributors" to the New Republic, they are marginal, at best, but they are getting stronger as recovery efforts yield results. New industries have replaced old; new starship yards are beginning to launch new freighters, and in some cases, warships as well; vast stretches of farm land have been reclaimed from the ravages of war and are once again yielding sufficient crops for export. These worlds, nearly destroyed by the Empire, and having been rebuilt by the New Republic, are of course firmly in the New Repblic sphere of influence. In some cases, fanatically so.

    The Imperial Remnant/New Empire: the Imperial Remnant has undergone some interesting changes.

    First, they have largely (and quietly) dropped their humanocentric recruiting and promotion policies. There's still some "Old Guard" types who still espouse Palpatine's humanocentric gibberish, though.

    Secondly, Grand Admiral Thrawn (who narrowly escaped death by the hands of his Noghri commandos) commands the Imperial Fleet, and while it isn't strong enough to (re)conquer their former territories, it's more than capable of defending what they have left.

    Third, the self-styled "Archduke" Greyfin II has emerged as a likely contender to ascend to the vacant Imperial Throne. He's a smart, wise, capable ruler, openly renouncing humanocentric policies and publicly promoting capable non-humans to elevated positions within his territories. Thrawn (and thus the bulk of the Fleet) supports him to varying degrees. It doesn't help that Thrawn has many "Old Guard" tendencies (aggressively militaristic), even if his Chief-of-Staff, High Admiral Gilad Pellaeon, is firmly "New Guard" (cautious diplomatic).

    But Greyfin II is not interested in (re)conquering anyone. Instead, he's bolstered "the Commons" within his territories, to counterbalance "Old Guard" Imperial reactionaries as well as effectively countering various Noble House's machinations and intrigues. He promotes open commerce, an independent and impartial Judiciary to bring equal justice to all Imperial citizens, and a cautiously neutral attitude towards the New Republic, coupled with a diplomatic approach to non-affiliated worlds that has yielded some small (yet occasionally surprising) gains for the Imperial Remnant/New Empire.

    The Imperial Remnant/New Empire is still a top-down government, with various levels of nobility, and they are still a "law-and-order" type of government, but it is not the ruthlessly brutal regime it was under Palpatine's reign. It is shot-through with scheming and intrigue amongst its various Noble House, each jockeying for power, possibly even the vacant Imperial Throne. New Guard and Old Guard factions covertly vie for power and control of their portions of the armed forces.

    There's also considerably more upward mobility for the daring, adventurous, and enterprising being to not only prosper, but advance.

    The Unaffiliated/"Open Space": the other 2/3 of the known galaxy. These worlds (and in some cases entire sectors) range anywhere from flatly hostile to, determinedly neutral towards, or cautiously supportive of, either the New Republic or the Imperial Remnant/New Empire. In some cases, system clusters or even entire sectors have banded together under regional governments, even if, in some cases, its not much more than a Chamber of Commerce writ large. Most of these Clusters or Sectors are jealously territorial, and permit neither New Republic or Imperial Remnant/New Empire forces within their borders.

    This has led to many "safe sectors" for the lawless. Piracy, smuggling, even slavery, is resurgent in many areas of "Open Space."

    Mucking up the overall situation is that there are few "hard" borders between factions; a pro-New Imperial planet can be a few hours away via hyperspace from a pro-New Republic planet. Open warfare between factions has become non-existent; minor border skirmishes are rare, but not unheard of. Privateers and commerce raiding is much more typical of the type of conflict most likely to be seen on GNN (Galactic Net News).

    The Galactic Civil War: has essentially "run out of gas." The New Republic, saddled with the burden of both rebuilding a functional government, as well as rebuilding and garrisoning numerous worlds, basically ran out of resources to press the Imperial Remnant; as its borders shrank, the Imperial Fleet was able to concentrate more and more forces behind the capable leadership of Grand Admiral Thrawn until they were able to effectively rebuff the last New Republic Task Force incursion without a shot being fired (the New Republic fleet commander sized up his opposition, decided it wasn't worth the high cost it was likely to take, and withdrew before the two fleets could come to blows).

    An undeclared yet nonetheless tacit cease-fire exists between the New Republic and the Imperial Remnant/New Empire. The New Republic is further frustrated by the (admittedly few at this point) Unaffiliated worlds that have voluntarily gone over to the Imperial Remnant/New Empire. After all, the New Republic espouses democracy and free will amongst beings; how could they legitimately object to free peoples voluntarily aligning themselves as they see fit?

    What's even more absurd is systems like Muunilinist: swayed by the charismatic diplomacy of Greyfinn II, they have declared for the Imperial Remnant/New Empire, yet still guarantees both New Republic and Imperial Remnant/New Empire Credit Ratings, and allows both New Republic and Imperial Remnant/New Empire forces basing rights in their system (carefully separated, of course!). Both parties stay on their "best behavior," lest untoward activities lead the IGBC to impose financial sanctions on either party. New Republic and Imperial Remnant/New Empire commanders are often publicly, teeth-grindingly, diplomatically "correct" to each other, even if their subordinates occasionally intrigue against each other. All with plausible deniability (of course!).

    The Players: The New Republic, faced with uncertainty and an ever-evolving situation with the Imperial Remnant/New Empire, finds that it no longer needs the strong-willed, independent minded "Heroes of the Rebellion," and is slowly and quietly replacing its officer corps with more "polished," politically-savvy commanders. No one is being given "the boot," nor "shown towards the door," but it has become apparent to rank-and-file former Rebels that their services, while appreciated, are No Longer Required.

    Several of these former Rebels, having seen the "writing on the wall" as it were, have resigned from the New Republic. Pooling their resources and contacts, they have acquired business loans to purchase old military equipment that was being retired as well. With their old, nearly "useless" equipment, and their experience and training, these few founded FireFly Security Services.

    Establishing themselves on the planet of Tirahnn (in the city and system of the same name, and astride the Parlemian Trade Route, with quick access to The Daragon Trail and the Hydian Way), most of their start-up capital went to refurbishing their 24 Y-Wings to the BTL-S7 variant, their 12 X-Wings to the T65CA2 variant, and reconfiguring their two CEC CR90 Corevettes to a purely military role, such as stripping out amenities like "Executive Suites" and "Executive Conference Rooms" for expanded living capacity, troop quarters, expanded armory and armor "morgue," enhanced crew automation, upgraded weaponry and sensors, an expanded brig, and specialized docking gear for boarding actions.

    They have managed to land a contract with Tirahnn's Planetary Constabulary as a reserve force, which provides basic barracks/troop housing, basing rights at Tirahnn City's Spaceport, and as one of Firefly's founders quipped, "It's enough to keep us fueled up, a roof over our heads, beans on the table, and just enough 'pocket change' to avoid vagrancy charges."

    Their target markets are the various Mercantile Houses and Shipping Concerns looking for a tough, capable security force to escort convoys into and through the various trouble sectors of Unaffiliated Sectors/"Open Space."

    FireFly Security is actively and aggressively recruiting to fill all the needed roles in their organization: former Rebels (pilots [Capital and Starfighter], techs, officers, gunners, soldiers) dissatisfied with the increasingly staid New Republic; ethical mercenaries and bounty hunters looking to work in a larger organization; savvy info-brokers willing to troll the dangerous areas for crucial information on pirate and criminal activity.

    GM Notes: this will be a d20 RCRB campaign + House Rules, with character levels easily 8+. You will likely be shot at by bold pirates, often working in conjunction with opportunistic, so-called Planetary or even Sector "Constabularies/Militias"

    I'm looking for:

    1 fighter pilot to command a Y-Wing squadron (12th level)
    1 fighter pilot to command an X-Wing squadron (12th level)
    Possibility for other fighter pilots as Flight Leaders (10th level)
    2 "Captains" to command a Corellian Corvette (one 13th level, one 15th level)
    Possibility for other "Officers" as Ship's XOs, Gunnery Officers, Engineers, etc. (11th level)
    Multiple "Troop Commanders" to command Soldier Squads or even Companies as "Security Teams" and "Boarding Parties (CO wil be 13th level, XO 11th level, Platoon Leaders/Sergeants 9th level, "Grunts" 7th level)
    Various Soldiers/Scoundrels/Tech Specialists to form "Investigation Units" for "Special Ops Missions" in dark, dangerous places (wide open, 10th level average)

    No actual Jedi w/o we have some serious GM-Player discussion as to why Master Skywalker hasn't recruited you and is using you to help rebuild the Jedi Order!

    This will be a paramilitary organization, with a somewhat military flavor. But, being also a business/mercantile organization, strict military discipline is really out the airlock. No psychos, players or characters, please.

    As well, the "special units," being largely undercover, will not be expected to uphold "discipline" as such, but will be expected to work together to accomplish a mission goal.

    Tone and "flavor" can range from "The Office" level of corporate nonsense/absurdity, with tones of "MASH" (the movie) thrown in as well, to "Firefly" and "Farscape" levels of small-unit cohesion/play, to "Space: Above And Beyond" levels of starship/starfighter daring-do and space battles.

    I'm actively encouraging willing players to "build" their squadrons/teams/ship's crew/etc. and to put their "stamp" on them, to "take ownership" and shoulder the burden of RPing groups of NPCs (within reason). Those who are looking to just play their characters will be provided with NPCs (albeit somewhat generic ones) run by me, the GM.

    I'm willing to give it a shot.

    Expected commitment: twice a month posts. I thinking a relatively low-impact (personal time-wise) campaign, giving players plenty of opportunity for their real-life job and family/social commitments. So, let's call it one post sometime in the first half of any given month, and one post sometime in the last half of any given month.

    If interest/commitment level is there, we could go to once-a-week.

    Style of play will lean more towards "story telling" than round-by-round dice tossing/number crunching, but there will be some of that stuff. Call it 80/20, maybe even 90/10 storytelling/dice tossing.

    I have a great deal of info and exerpts from a lot of d20 and old WEG d6 material, so if there's info that you the player need for character creation, let me know.

    Vanger Chevane, Terras Jedonar & Raven, and Drendar Morevo have already expressed interest, and may post characters at any time.

    Vanger and Terras: 12th level, your choice of mix/match classes/prestige classes

    Drendar, same for you but 13th level.

    Put them up here whenever you're satisfied/ready.

    Everyone else, please PM or email me, or post to "The Departed: Gauging Interest" thread in the Trader's InfoNet and let's discuss openings and concepts before putting a character up here.

    Get crazy with the Cheez Whiz!
    A. DuQuennes

    I am the one you warned me of.

  2. #2
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default

    Character Build Rules: (for newly-created character; "conversions" need not worry):

    Using WotC d20 Revised Core Rule Book, Heroes Guide, Starships of the Galaxy, ect....

    Point-build system, 36 point starting allocation, NO Force Using classes/prestige classes (incl. Dark Side classes) except Force-Adept w/o GM approval.

    I don't intend to use Dark Side points as a blunt instrument to enforce non-sociopathic behavior in people's characters. But I will if I have to. And I can have sooo much fun running your twisted, Dark Side alter-ego as a GMC.

    All other classes, prestige classes, etc., approved. Vitality will be max per level (same goes for my "Bad Guys" NPCs, so don't get cocky there, tough guy!)

    ETA:

    Expanded Soldier's Bonus Feat List (revised as of 09-04-14):

    Advanced Martial Arts, Agile Riposte, Ambidexterity, Armor Proficiency (Medium), Armor Proficiency (Heavy), Armor Proficiency (Powered), Blind Fight, Cleave, Combat Expertise, Combat Reflexes, Combat Veteran, Defensive Martial Arts, Dodge, Expert Gunner, Far Shot, Great Cleave, Gunner, Heroic Surge, Improved Bantha Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Martial Arts, Improved Overrun, Improved Trip, Improved Two-Weapon Fighting, Maneuver Expertise, Martial Arts, Mobility, Mounted Combat, Multishot, Pinpoint Accuracy, Power Attack, Precise Shot, Quick Draw, Rapid Gunner, Rapid Shot, Redirect Attack, Shot-on-the-Run, Spring Attack, Starship Dodge (Starfighter), Starship Dodge (Space Transports), Starship Operation (Starfighter), Starship Operation (Space Transport), Starship Operation (Capital Ship), Starship Point Blank Shot, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapons Group Proficiency (Exotic), Weapon Specialization, Whirlwind Attack.

    Expanded Scoundrel's Bonus Feat List (revised as of 09-04-14):

    Alertness, Card Shark, Cautious, Dodge, Cosmopolitan, Extra Lucky, Fame, Gear Head, Headstrong, Heroic Surge, Impersonator, Improved Initiative, Infamy, Lightning Reflexes, Lithe, Low Profile, Merchant Trader, Nimble, Persuasive, Rogue Heritage, Shadow, Shady Merchant, Steady, Stealthy, Street Smart, Trick, Weapon Finesse, Weapon Focus.

    Expanded Noble's Bonus Feat List (added as of 09-04-14):

    Aristocrat's Honor, Artistic, Contact, Cosmopolitan, Diplomatic Immunity, Fame, Frightful Presence, Influence, Mimic, Persuasive, Political Pull, Sharp-Eyed, Skeptical, Trustworthy, World Wise

    Expanded Scout's Bonus Feat List (added as of 09-04-14):

    Cautious, Climate Specialization, Combat Veteran, Endurance, Great Fortitude, Improved Effort, Rugged, Self-Sufficient, Shadow, Sharp-Eyed, Skill Emphasis (Survival), Starship Operation (Space Transport), Starship Operation (Starfighter), Sure Footed, Track


    Skills:

    Knowledge, Craft, and Profession are Class Skills for every non-Force Using class, as well as Force Adept and Dark Side Adept. Knowledge and Craft are Class Skills for all Jedi and Sith classes.

    Real/Write Language and Speak Language are class skills for every character who does not have the Primitive race background.

    You can Take 20 on just about any skill, provided you have the skill, and the time (lack of distractions); certain "situational" exceptions may apply. You cannot Take 20 on skills you do not have, even if they can be used untrained; in that case, you can only Take 10.

    Feats:

    You only have to buy Starship Point Blank Shot once. It applies to all classes of starships.

    The Far Shot feat and the extended range weapon modification do stack.

    The feat Weapon Focus covers every weapon in that group. This doesn't apply to Exotic weapons; Weapon Focus must be taken for each different Exotic Weapon.

    Let me expand a bit on Weapon Focus: when I say it covers every weapon in a group, I mean that for Weapon Focus (Laser Cannons), it covers light, medium, heavy, assault, twin, triple, quad, etc., laser cannons, on whatever class of ship or installation they are mounted in or on.

    It does not cover Ion Cannons, Turbolasers, Missile Weapons, Tractor Beams, Gravity Well Projectors, or Mass Pulse weaponry.

    For Weapon Focus (Blaster Pistols), it covers hold-out, regular, sporting, and heavy.

    Dodge provides a flat +1 to Defense against all assailants. If you have the feat, I will assume you are "dodging" in combat.

    The Star Wars WGP (Primitive) equates to the AD&D Weapons Group (Simple). The Star Wars WGP (Simple) equates to the AD&D Weapons Group (Martial).

    New Stuff Added 09-04-14:

    The "mechanics" of Knowledge & Craft Skills: per d20 RCRB, Knowledge 5+ ranks provides a +2 Synergy Bonus on related tasks. Per SSoG, Craft (Starfighter, Space Transport, Capital Ships) 5+ ranks also provides a +2 bonus to Repair Skill Checks on their respective ship-equivalent.

    Essentially, Craft (Specialty) provides bonuses to Repair when used on items that fall under that specialty.

    The bonus for both Knowledge and Craft increases to +4 at 10+ ranks, +6 at 15+ ranks, +8 at 20+ ranks, etc.

    For instance, Ash has 12 ranks of Craft (Starfighters); he gets a +4 skill bonus to a Repair skill check involving the repair of starfighters.

    Knowledge (Engineering) and Knowledge (Technology) can help with relevant Craft checks, but only one skill may be selected to "assist" with the Craft check.

    The Starfighter Ace's Familiarity Special Quality Modifier extends to a number of craft equal to either their Intelligence or Wisdom ability modifier, whichever is higher. The Familiarity Bonus also applies to Repair Checks on any class of fighter they have familiarity with. All other requirements for obtaining (and maintaining) the Familiarity Bonus applies.

    Per this house rule, IC-Ash is currently only Familiar with the BTL-S7 and T-65C-A2.
    Last edited by Ash DuQuennes; 4 September 2014 at 02:14 PM. Reason: More Stuff
    A. DuQuennes

    I am the one you warned me of.

  3. #3
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default I'm an attack fighter pilot. Know the difference.

    Name: Ashford DuQuennes
    Species: Human Male
    Age: 38
    Height: 5'7" / 170.2 cm
    Weight: 143 lbs / 65 Kg
    Skin Color: White
    Eye Color: Blue
    Hair Color: Brown
    Homeworld: Chandrila



    Ashford DuQuennes: Adult Male Human, Soldier 6/Starfighter Ace 6/Noble 3; Init +8 (+4 Dex, +4 Bonus); Def 24 (+4 Dex, +10 Class); Spd 10m; VP/WP 90/12; Attk: +13/+8/+3 melee (1d4+3 [Combat Gloves], crit 20, punch), +13/+8/+3 melee (2d4+3, Vibrodagger [Mastercraft +2]), +13/+8/+3 melee (2d6+3, Vibroblade [Mastercraft +2]), +16/+11/+6 ranged (Stun DC 15/12, Grenade [Stun]), +16/+11/+6 ranged (4d6+1, Grenade [Frag]), +16/+11/+6 ranged (3d6, crit 19-20, BlasTech DL-18 [FireFly]), +16/+11/+6 ranged (3d8, crit 18-20, BlasTech E-11 [FireFly]); SQ +1 attack/+1 damage with ship weapons at point-blank range, +1 dodge bonus to starfighter's defense against a specific target, Starfighter Familiarity +3, Favor +4, Inspire Confidence, Noble bonus class skill (Pilot), Resource Access, Starfighter Defense +4, Starfighter Evasion; SV Fort +10, Ref +13, Will +9; SZ M; FP: 5; Rep: +7; Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 17 (+3), Wis 12 (+1), Cha 12 (+1).


    Equipment:

    Clothing And Such: A/KT Shipsuit x2, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, FireFly Flight Suit [Padded, Modified, Mastercraft +2] (Damage Reduction: 4, +2 Fortitude vs. Heat/Cold, +5 Max Dex Bonus, -1 Armor Check Penalty), Firefly Flight Jacket (+2 to Fortitude saves made to resist severe weather) x2, Firefly Pilot's Helmet (+2 Ranged Attack w/Ship Weapons, +2 Computer Use for Sensor Checks, +2 Spot, Ziko 1125 Macrobinoculars [-1 Spot per space square]). Various pants, shirts, coats, jackets, socks, underwear, shoes/boots/sandals.

    A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumbrance cut in half): Aquata Breather (A99), Breath Mask (Roamer-6) (Includes 1 air cylinder [10 minutes of air] and 1 scrubber), Air Cylinder (Roamer-6, 2ea.), Air Filter (Roamer-6, 2ea.), BioTech FastFlesh Medpac (2ea.) (+4 treat Injury), FMB Shock Cloth (+5 to Treat Injury when attempting to stabilize, +1 to Fort Saves to resist cold weather), Nilar Med/Tech Field Cauterizer (+3 Fort Save for patients to stabilize, +3 Fort Save vs. infection), Synthtech MDS-50 MedSensor (+5 to Treat Injury when attempting to stabilize, +1 to Fort Saves to resist cold weather), Glow rod (mini), Power pack (pack of 10), Merr-Sonn Vibrobayonet*, Grappling Spike Launcher, Liquid Cable Dispensers x2, Energy Cell (pack of 10), Adventure Hiker & Hunter Ration Packs (10 ea.), Blank DataCards (for DataPad, 10), Merr-Sonn C-10 Stun Grenades (2 ea.), Merr-Sonn C-16 Fragmentation Grenades (2ea.)

    General Stuff: Blank DataCards (for DataPad, 10) x10, Code Cylinder x4, Comlink [Military Grade] (Hands Free, Encryption DC 35), Credit Chip x4, DataPad [Mastercraft +2, +4 Computer Use Checks], Handheld Computer (Mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Private Computer (Mastercraft +2) (+6 Computer Use Checks), Spacer's Chest x2, Tool Kit [Mastercraft +2] (+4 on appropriate Craft/Repair checks), Vennoc-X Chronometer [Mastercraft +2, "Starfighter Ace" version]

    Weapons: Combat Gloves, BlasTech DL-18 (FireFly), BlasTech E-11 (FireFly), Vibroblade [Mastercraft +2], *Vibrodagger [Mastercraft +2], C-10 Stun Grenades, C-16 Frag Grenades


    A note regarding skills: the skill modifiers listed below do NOT include equipment and/or synergy and/or circumstance bonuses, or PrC Special Quality Bonuses, unless specifically stated. Skills that can be used untrained are included.


    Skills: Astrogate +19 (+3 Int, +10 ranks, +2 Spacer, +4 Knowledge [Astronomy]), Balance +4 (+4 Dex), Bluff +15 (+1 Cha, +12 ranks, +2 Persuasive), Climb +1 (+1 Str), Computer Use +19 (+3 Int, +10 ranks, +2 Gearhead, +4 Knowledge [Technology]), Craft (Starfighters) +19 (+3 Int, +12 ranks, +4 Knowledge [Engineering]), Craft (Starship Weapons) +9 (+3 Int, +2 ranks, +4 Knowledge [Engineering]), Diplomacy +9 (+1 Cha, +6 ranks, +2 Trustworthy), Escape Artist +4 (+4 Dex), Gather Information +3 (+1 Cha, +2 Trustworthy), Hide +4 (+4 Dex), Intimidate +3 (+1 Cha, +2 Persuasive), Jump +1 (+1 Str), Knowledge (Astronomy) +13 (+3 Int, +10 ranks), Knowledge (Bureaucracy) +10 (+3 Int, +7 ranks), Knowledge (Business) +9 (+3 Int, +6 ranks), Knowledge (Engineering) +13 (+3 Int, +10 ranks), Knowledge (Tactics) +15 (+3 Int, +12 ranks), Knowledge (Technology) +13 (+3 Int, +10 ranks), Move Silently +4 (+4 Dex), Pilot +27/+30 (+4 Dex, +18 ranks, +3 Skill Emphasis, +2 Spacer/+3 SQ), Read/Write Basic, Read/Write Binary, Read/Write Durese, Repair +18/+25 (+3 Int, +9 ranks, +2 Gearhead, +4 Knowledge [Engineering]/+3 SQ, +4 Craft [Starfighters]), Sense Motive +10 (+1 Wis, +9 ranks), Speak Basic, Speak Bothese, Speak Durese, Spot +15 (+1 Wis, +14 ranks), Swim +1 (+1 Str), Treat Injury +5 (+1 Wis, +4 ranks)


    Feats: Armor Proficiency (Light), Expert Gunner, Gearhead, Gunner, Improved Initiative, Influence, Martial Arts, Persuasive, Pinpoint Accuracy, Quick Draw, Rapid Gunner, Skill Emphasis (Pilot), Spacer, Starship Dodge (Starfighter), Starship Operation (Starfighter), Starship Point Blank Shot (Starfighter), Trustworthy, Weapon Focus (Laser Cannons), Weapon Specialization (Laser Cannons), Weapons Group Proficiency (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons)


    Physical Description: Ash is of average-height (a tad under, actually), and is one of those wiry/skinny "quick" types. He has straight brown hair, and blue eyes.

    Background & Personality: Ash hails from Chandrila, from a family that is a form of "gentry." His family owns, and he grew up on, a working vineyard in the more remote regions of Chandrila, and spent his formative years (in between "farm chores," that is) running the hills and fields around the vineyard playing "Clones and Droids." While he was never one much for agricultural pursuits, he had a technical inclination for fixing things that still made him "handy" around the farm.

    Growing up in a remote region, Ash's schooling was "home school" via comms and datanet with his teachers and classmates. Being a bright lad, he excelled at (most of) his studies.

    He dumbfounded his parents when, at seventeen years of age, he announced his intention to apply to the Brionelle Memorial Military Academy. At the age of eighteen, his primary school studies completed, and his grades more than acceptable, he was admitted to the academy in Hanna.

    In his Freshman and Sophomore years, he was on (and eventually captained) the academy's Sailing Team. Beginning in his Junior year, he was admitted to the academy's Advanced Tactical Flight Program, where he quickly rose to the top of the program (but not his overall class; several of his "general" course's grades weren't quite good enough for that).

    It was also during this time that he came to the attention of several people; Admiral Hiram Drayson, who, as head of the Chandrilan Defense Force, was also honorary head of Brionelle Memorial Military Academy (the actual day-to-day running of the academy was taken care of by a dedicated officer). Admiral Drayson took note of the promising and aggressive young pilot, and has remained something of a friend-and-mentor to Ash over the years. Several Rebel-friendly instructors also took note of Ash's piloting abilities, and cautiously sounded Ash out on his political feelings. While never having much in the way of political inclinations, the continued reports of Imperial brutality shaped his ultimate decision. They marked him down as a "Potential Recruit."

    Graduating with High Honors (he was the top of the class in the Advanced Tactical Flight Program), Ash took the veiled hints from certain instructors, said goodbye to his parent (he gave them a cover story about employment with a planetary constabulary in a remote sector of space) and shipped out for the Rebellion.

    Upon arrival, Ash was sent to Starfighter Command to be a fighter pilot. He initially qualified in an X-Wing, but his gunnery performance drew the attention of the various Y-Wing commanders, and he was offered a pilot's slot in a Bone squadron. He initially declined, but Commander Jon "Dutch" Vander talked him onto giving it a trial run, and Ash agreed.

    It was on his first approach to his assigned ship in the hangar at Yavin Base that he really, truly saw the Y-Wing for the first time. And immediately fell in love with them. The weapon's load out, its tough hull and shielding, all spoke to the direct, aggressive attack fighter pilot lurking in the young man's soul. He climbed into the cockpit, and never looked back.

    Ash's personality can be decidedly "direct." He's learned, over the years, that you don't usually win head-butting contests with Banthas, but that hasn't stopped him from occasionally trying, anyway. This has caused him to be perceived (quite correctly, in most cases) as an abrasive, grating, know-it-all. He does have the fighter-pilot ego, and, at times, the concurring arrogance. The subtler arts of thought, and mental-judo, don't come naturally to him, though he has made progress in recent years.

    The quickest way to get on Ash's "bad side" is to trash-talk the Bone, or otherwise denigrate a Bone pilot as somehow a lesser being than, say, an X-Jock. Constructive criticism is one thing, and he fully acknowledges that the Bone is not the fastest or most maneuverable fighter is space. But then again, it wasn't designed to be.

    It's not a space-superiority fighter; it's an attack fighter. And if there's one thing in this life that Ash likes to do more than anything else, it's attack.

    Notable Quotes and Quips:

    Battle of Endor, upon seeing the assembled Imperial Fleet: "That's a hell of a thing."

    Battle of Endor, exchange between Colonel Horton Salm, "Gray Leader," and Ash, "Gray Five:"
    Salm: "Gray Five, how many TIE fighter's do you estimate?"
    Ash: "Uhm...all of them?"

    Briefing Room, prior to The First Battle of Borleias:
    Derek "Hobie" Klivan: "Wedge, why are Y-Wings in this battle plan?"
    Ash, interrupting: "Because we blow stuff up real good, boyo."

    Battle of Coruscant, between "Puck" Panib as "Gold Five:
    Puck: "Boss, we got a heavy fire zone at mark 27."
    Ash: "So? Shoot back."
    Puck: "Repeat: fire; repeat: heavy."
    Ash: "Shoot faster."
    Last edited by Ash DuQuennes; 25 February 2017 at 01:15 PM. Reason: Tweaked some skills around
    A. DuQuennes

    I am the one you warned me of.

  4. #4

    Default

    Name: Oan (oh-an) Shanaci Kodayn
    Species: Human Male
    Age: 23
    Height: 5'6" / 1.68m
    Weight: 160# / 72.6 Kg
    Eye Color: Brown
    Hair Color: See Below
    Homeworld: Lorrd

    Tech Specialist 10/Soldier 1/Outlaw Slicer 1; Init +3 (+3 Dex); Def 21 (+3 Dex, +8 Class); Spd 10m; VP/WP 84/15; Atk +11/+6 or +7/+7/+2 ranged (3d8, BlasTech DL-44), +11/+6 or +7/+7/+2 ranged (3d8+3, BlasTech DLT-20A Longblaster), +8/+3 melee (2d4+1, Fusion Cutter), +8/+3 melee (2d4+1, Sonic Welder), +9/+4 melee (-+1, Stun Baton), +9/+4 melee (+2+1, Combat Gloves), +9/+4 melee (1d3+1, punch), +9/+4 melee (1d4+1, Knife), +9/+4 melee (1d6+1, crit 19-20, Molecular Stiletto [Xana Exotic Arms MSW-9]), +9/+4 melee (1d8+1, Welding Laser/Cutting Torch), +9/+4 melee (2d6+1, Vibroblade); SQ +1 bonus to defense against a specific target, Body Language, Expert (Craft Computers, Engineering), False Identity, Instant Mastery (Engineering), Jury-rig +6, Research, Spatial Awareness, Tech Specialty (Computer Specialist +1, Mechanic +1); SV Fort +8, Ref +8, Will +7; SZ M; FP: 0; Rep: +2 / +4 (False ID); Str 13, Dex 16, Con 15, Int 18, Wis 15, Cha 12.

    Skills: Appraise +7, Astrogate +13, Balance +4, Bluff +6, Climb +2, Computer Use +22, Craft (blaster pistols and rifles) +11, Craft (computers) +12, Craft (tools) +10, Demolitions +10, Diplomacy +6, Disable Device +18, Entertain (drums) +4, Escape Artist +4, Forgery +7, Gather Information +2, Hide +5, Jump +2, Knowledge (Engineering) +11, Knowledge (Streetwise) +7, Knowledge (Tactics) +7, Listen +5, Move Silently +5, Pilot +17, Read/Write Basic, Read/Write Binary, Repair +28, Search +10, Sense Motive +13, Speak Basic, Speak Durese, Speak Lorrdian, Speak Ryl, Speak Verpine, Spot +6, Survival +4, Swim +2, Treat Injury +10

    Synergies:
    Lorrdian (+2 Bluff, Diplomacy, Entertain, Sense Motive), Engineering (5 ranks, +2 Craft, Disable Device, Repair)

    Equipment Bonuses:
    Data & Multi-Optic Goggles: +3 Masterscraft to Astrogate, Computer Use, Pilot, Repair
    Security kit: +2 on Repair checks for security systems

    Feats: Ambidexterity, Armor Proficiency (light), Dodge, False Identity, Gearhead, Kit-Bashing, Skill Emphasis (Disable Device, Repair), Starship Dodge (space transport), Starship Operation (space transport), Starship Point Blank Shot (space transport), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

    Special Quality - 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 conceal their feelings, or if they are using unfamiliar gestures or mannerisms.

    Difficulty - Emotional State
    Very Easy - Extremely intense state (rage, hate, intense sorrow, ecstatic, etc.)
    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, or Very Easy for very mild emotion).
    Very Difficult - Very mild emotion or character is very actively trying to hide emotional state.

    On Opposed Checks, every 5 points of success gives a +2 cumulative bonus (+2 at 5, +4 at 10, etc.) to Bluff, Diplomacy, Sense Motive, or Entertain skill checks on that person.

    Language: Lorrdian Kinetic Communication Time to use: One round to one minute.
    This is the ability of Lorrdians to communicate with each other through hand gestures, facial tics and very subtle body movements. Unless the Lorrdian trying to communicate is under direct observation, the difficulty is Very Easy. When a Lorrdian is under direct observation, the observer must roll a Perception check to notice that the Lorrdian is communicating a message; the difficulty to spot the communication is the Lorrdian's kinetic communication total.

    Individuals who know telekinetic conversation are considered fluent in that "language" and will need to make rolls to understand a message only when it is extremely technical or detailed.

    In game terms, this means that two Lorrdians who can see each other can surreptitiously communicate in total silence. This is a special ability because the language is so complex that only an individual raised entirely in the Lorrdian culture can learn the subtleties of the language.


    Equipment: Bacta (1 liter, 300 to fill tank), Blank DataCards (for DataPad, 10) x10, BlasTech DL-44 x2, BlasTech DLT-20A Longblaster, Breath Mask, Camouflage Poncho, Chronometer [Alliwon Electronics Vennoc-x], Combat Gloves, Combat Jumpsuit (Damage Reduction: 3), Comlink [Encrypted], Comlink [Military], Comminucations Scanner [Courier], Computer [Handheld], Credit Chip x5, Data Goggles [Mastercraft +3], DataPad [Personal], Dura-Shelter [Adventure Hiker & Hunter], Electrobinoculars, Energy Cell x5, FastFlesh Medpac [BioTech] x3, Field Kit (Contains 2x condensing canteens with water purification, 1x sunshield roll, 1x week's worth of food rations, 2x glow rods, 2x breath masks, 24x filters, 12x atmospheric canisters, and an all-temperature cloak.), Fusion Cutter, General Purpose Scanner [CryonCorp EnhanceScan], Glow rod x3, Knife x3, Medpac x4, Molecular Stiletto [Xana Exotic Arms MSW-9], Power pack x10, Powerpack Recharger [BlasTech RamTek], Security kit, Sonic Welder, Stun Baton, Syntherope (20m length) [Degan Explorations], Tool kit (Contains Fusion Cutter, Vibro-cutter, Hydrospanner, Laser Welder, Sonic Welder, Power Calibrator, Power Prybar, Probe Sensors, Circuts and Connector Wires, Welding Goggles), 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), Vibroblade x2, Water Jug Filter [SurvivalGear], Welding Laser/Cutting Torch






    Oan appears to be a normal Human, except he's congentially hairless. His skin has a shine reminiscent of leather, and the lack of "normal" features like eyebrows tends to upset some people.

    Oan's "Eybrows" are quite mobile, and can move independently, possibly due at least in part to his naitive Ambidexterity and Lorrdian upbringing. People familiar with Oan and trying to read his face have learned to pay attention to his brows at least as much as his lips.
    Oan's "really dumb plan" look (time-compressed)

    He's also Percussionist. He can make music by tapping on almost anything, and tends to while thinking. He's good enough most people don't mind, and some even enjoy the music Oan makes when thinking.


    As the Weird Kid in school Oan retreated into a world of technology. Ra was originally going to exploit this, but eventually became Oan's protector & interface with the outside world. Oan was orphaned as a baby and adopted into the Shanaci family at age 10. Ra's motivation to get his parents to adopt Oan was an eccentric mix of selfishness and altruism, typical of Ra's dealings.

    Ra & Oan's Parents insisted on him keeping his Family name, so he'd have some sense of where he came from. They even went to no small effort to locate surviving members of Oan's family, but were unsuccessful. As a token of respect, when he became of age, Oan added Shanaci as a middle name.


    The Troublesome Twosome, as Ra and Oan have been known since Primary School, have been flirting with trouble since an early age. Oan looks out for his Big Brother, serving to damp some of his wildest schemes. If he latches onto one of Ra's ideas, he'll back Ra completely & use his unassuming public image and good reputation to cover their antics.

    Upon Joining the Republic, Ra & Oan were split up, Oan becoming a Starfighter and Freighter mechanic for a few years, Ra's skills were attractive to Intelligence. Once Ra had won the Foster Corps assignment, he somehow managed to convince one of his Senior Officers to get Oan assigned to the team.

    As a Tech Oan treats his work like Art, although he understands very well that sometimes expedience wins out over thoroughness. If he has to do a hotfix, he will document it well on a hard-burned (Ion-proof) datacard, usually affixed in or near the fix dangling from a zeek tie. As soon as it's reasonable, Oan will go back to the hotfix & redo it correctly. This habit along with Oan's skill for Jawa-rigging when necessary has endeared him to a number of Crew Chiefs and officers.


    Oan has few Social Skills, and would be severely taken advantage of except for the fact his teammates jealously protect and insulate him from anyone looking to use or hurt him. His ability as a Scrounge and Tech able to improvise solutions from nonstandard equipment or whatever is currently available has made him an invaluable member of the team.

    Ra and Oan know very well that trading favors works exponentially faster than the Supply system, and work that to their (and the team's) benefit. They have been unsuccesfully investigated several times for Black Market activites, although several unproven rumors still circulate about Oan's ability to make almost any Caf Distiller deliver something much more exciting with a quick and (for him) easy modification.


    Oan tends to be shy & withdrawn except around the few people he knows he can trust absolutely. Within his Circle of Trust, Oan is intelligent and amiable, willing to do or share almost anything for his mates. He can be funny and wise, but still has little tolerance for those who are lazy or willfully ignorant.

    Oan is very much oriented to substance over appearance, his record has a few entries for Insubordination as he speaks his mind and isn't very concerned with the sensitivities of Superiors, especially if he's right and/or has the Regs to back him up. When faced with what Oan considers Institutionalized Idiocy, he tends to be very civilly sarcastic, or can respond in a passive-aggressive manner. Sometimes delayed and well planned out, with a facility for hoisting people on their own petard.

    One incident in particular is for Oan having spit-shined his head for an inspection by a Flag-Rank Officer after being told in front of the entire team that everything be shined that could be, without specifying it be limited to his uniform. Needless to say the Officer who'd failed to earn Oan's respect was highly embarrased, while the Inspecting Officer was extremely amused.


    During his time with the Republic's Foster Corps, he has learned how to pilot shuttles and small transports as well as acquired some unofficial and unorthodox medical training. Since he has no Formal Flight Training, Oan still wears Flight Crew Wings earned early in his Republic Career.

    As part of his Mission Kit, he can be found with Prescription Medicines not in a normal medic's possesion, such as Sebenodone, Memosyn, Rekophan, and Sematol. Usage of most of these pharmaceuticals has not been officially divulged, but Oan has never tested positive for any non-prescribed drug nor shown any signs of drug addiction.

    Oan has also earned a certain amount of infamy among Special Ops Circles for unusual solutions, some of which have been placed into the Official Manual. The most notorious being the Toy TIE - a model TIE that was modified with a Holocam, armed with a pair of laser scalpels, and used to great effect on a number of missions for Surveillance, Intrusion, and on at least one occasion Assassination.
    Last edited by Vanger Chevane; 9 February 2017 at 06:56 PM.
    First Law of GMing: Semper Gumby
    Show me someone who has never said "It's good to be Evil", I'll show you someone who's never GM'd.

    Wisdom is a lot like the Blues. You have to suffer to get it right.

  5. #5
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default

    Name: Anamiika (Nelprin) Byxby
    Species: Human Female
    Age: 35
    Height: 5'9" / 175.3 cm
    Weight: 121 lbs / 55 Kg
    Skin Color: White
    Eye Color: Blue
    Hair Color: Varies, currently red
    Homeworld: Alderaan


    Anamiika Byxby: Adult Female Human, Noble 4/Soldier 4/Tech Specialist 7; Init +6 (+2 Dex, +4 Bonus); Def 20 (+2 Dex, +8 Class); Spd 10m; VP/WP 75/12; Atk +14/+9/+4 ranged (3d6, crit 19-20, BlasTech DL-18 (FireFly)), +14/+9/+4 ranged (3d8, crit 18-20, BlasTech E-11 (FireFly)), +12/+7/+2 melee (1d4, crit 20, punch), +12/+7/+2 melee (2d4, Vibrodagger), +14/+9/+4 melee (2d6+3, Vibroblade); SQ Coordinate +1, Expert (Knowledge), Favor +4, Inspire Confidence, Instant Mastery (Disable Device), Noble bonus class skill (Gather Information), Research +7, Resource Access, Tech Speciality (Computer Specialist +1); SV Fort +9, Ref +8, Will +10; SZ M; FP: 5; Rep: +7; Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 14 (+2).

    Equipment: A/KT Shipsuit x2, A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumbrance cut in half), All-Temperature cloak [Mastercraft +2] (+4 to Fortitude saves made to resist severe weather), BioTech FastFlesh Medpac (+4 treat Injury), BioTech RFX/K Medisensor (+4 Treat Injury), Blank DataCards (for DataPad, 10) x8, BlasTech DL-44 (FireFly), BlasTech E-11 (FireFly), CAPC ECM-598 Medical Backpack, Code Cylinder x4, Comlink [Military Grade] (Hands Free, Encryption DC 35), Credit Chip x2, DataPad [Mastercraft +2] x2, Electrobinoculars [Mastercraft +2], FMB Shock Cloth (+5 to Treat Injury when attempting to stabilize, +1 to Fort Saves to resist cold weather) x2, Glow Rod x2, Grappling Spike Launcher x2, Handheld Computer (Mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Liquid Cable Dispenser x4, Nilar Med/Tech Field Cauterizer (+3 Fort Save for patients to stabilize, +3 Fort Save vs. infection), Private Computer (Mastercraft +2) (+6 Computer Use Checks), Security kit [Mastercraft +3] (+5 Disable Device), Spacer's Chest x2, Tool kit [Mastercraft +3] (+5 on appropriate Craft/Repair checks), Vennoc-x Chronometer [Mastercraft +2], Vibroblade [Mastercraft +2], Vibrodagger [Mastercraft +2]

    Skills: Appraise +9 (+4 Int, +5 ranks), Balance (+2 Dex), Bluff (+2 Wis), Climb, Computer Use +32 (+4 Int, +18 ranks, +2 Gearhead, +4 Knowledge [Technology],+3 Skill Emphasis, +1 SQ), Craft (Computers) +17 (+4 Int, +9 ranks, +4 Knowledge [Technology]), Craft (Holoart) +15 (+4 Int, +9 ranks, +2 Artistic), Demolitions +15 (+4 Int, +9 ranks, +2 Cautious), Diplomacy +11 (+2 Cha, +7 ranks, +2 Trustworthy), Disable Device +19 (+4 Int, +9 ranks, +2 Cautious, +4 Knowledge [Technology]), Disguise +7 (+2 Cha, +5 ranks), Entertain (Dance) +10 (+2 Cha, +6 ranks, +2 Artistic), Entertain (Song) +10 (+2 Cha, +6 ranks, +2 Artistic), Escape Artist (+2 Dex), Forgery (+4 Int), Gamble (+2 Wis), Gather Information +20 (+2 Cha, +12 ranks, +2 Trustworthy, +2 Cosmopolitan, +2 Skeptical), Hide (+2 Dex), Intimidate (+2 Cha), Jump, Knowledge (Mathematics) +21 (+4 Int, +15 ranks, +2 SQ), Knowledge (Technology) +15 (+4 Int, +11 ranks), Listen (+2 Wis), Move Silently (+2 Dex), Read/Write Basic, Read/Write Binary, Read/Write Bith, Read/Write Givin, Repair +24 (+4 Int, +11 ranks, +2 Gearhead, +3 Skill Emphasis, +4 Knowledge [Technology]), Ride (+2 Dex), Search +14 (+4 Int, +10 ranks), Sense Motive +11 (+2 Wis, +7 ranks, +2 Skeptical), Speak Basic, Speak Bith, Speak Givin, Spot (+2 Wis), Survival (+2 Wis), Swim, Treat Injury +19 (+2 Wis, +17 ranks)


    Feats: Aristocrat's Honor, Armor Proficiency (light), Artistic, Cautious, Cosmopolitan (Gather Information), Gearhead, Improved Initiative, Influence, Martial Arts, Quick Draw, Skeptical, Skill Emphasis (Computer Use, Repair), Trustworthy, Weapon Finesse (Vibroblade), Weapons Group Proficiency (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons)

    Physical Description: Anamiika is of average-height, with large blue eyes, and a well-proportioned, "dancer's" well-defined build. Her hair length and color changes according to either her current assignment, or mood. It is currently cropped very short (almost a military "buzz cut") and colored bright red.

    Background and Personality: Anamiika Nelprin was born into a wealthy, influential family, and raised in the midst of culture, privilege, and luxury on Alderaan. She was in her final year of advanced studies, and touring a deep-space communications array in the outer edges of the Alderaan system when the Death Star came calling. Her resultant decision to join the Rebellion was, as the saying goes, a "no brainer."

    Her academic studies were primarily concentrated on information systems, mathematics, and cryptography (with secondaries in Dance and Music [Vocal]), so the Rebel Alliance wasn't just going to hand her a blaster and throw her into the trenches. Instead, she was assigned to the Headquarters (Alliance) Group and put on the Communications Staff (Security), with a secondary duty assignment to Intelligence (Cryptography).

    It was while she was doing some work in Intel that she got tasked to support a Spec. Ops. team doing a sneak-and-peak on an Imperial-controlled/Alliance friendly world. Her assigned partner, Zylo Byxby, was a charming, affable rogue who was almost as good as she was with info systems, but had a knack for anticipating her methods and style of information retrieval and analysis that made them a smooth, efficient team. Their personalities complimented each other pretty well, too; both were "quiet watchers," observing and listening more than anything, often assuming a quiet, unassuming, passive role until a course of action was either clear and/or necessary, when they then became "decisive action" personified. A friend quipped about them, "Those two could win a staring contest with a rock."

    That friend was a brash, opinionated snub jock named Ash DuQuennes, who (along with his Y-Wing squadron) got assigned to Anamiika and Zylo's next assignment/team: "The Dirty Thieves." Said team having only a complex alpha-numeric designation, they called themselves the "Dirty Thieves." The Dirty Thieve's overall mission was to locate and acquire proscribed tech and equipment from...wherever they could find it. While Zylo was technically in charge, Anamiika was definitely his close alter-ego. Ash's role (and his squadron's) was to bring their firepower (and ion cannons) to bear on the various depots, ships, facilities, etc, that the Dirty Thieves had decided was being selfish with all the high-tech goodies and equipment.

    Anamiika and Ash dated briefly; Ash had sufficient technical background and training, as well as native intelligence, to keep up with "the wonder woman." Anamiika, however, couldn't really stand Ash when he went into "fighter jock" mode, so she gave him the boot, and drifted back towards Zylo.

    Anamiika and Zylo were, for all intents and purposes, married since the Battle of Endor; they officially married the day after the Battle of Coruscant was declared a victory for the New Republic.

    Anamiika's public persona is pretty much what she is: a well-bred, well-mannered, properly raised scion of one of the Great Families of Alderaan. Her true love (besides Zylo) is mathematics and cryptography, and she can stare at a large-screen display of complex formula for hours, lost in though, before clearing her mind with a song-and-dance routine around the crypto lab. Her prim, proper demeanor belies a wickedly subtle sense of humor; her insults are often lost on the recipient.

    After Coruscant was secured, and the New Republic firmly established there, Anamiika and Zylo went to work for Admiral Hiram Drayson. What they did for him...they don't talk about. But they were getting dismayed and frustrated at the direction the nascent New Republic was taking, a frustration shared by their boss, Admiral Drayson.

    They were both already thinking about leaving New Republic service when they got a comm call out-of-the-blue from an old friend, asking some decidedly odd (but not classified) questions about the current state of affairs in the galaxy with regards to mercenary/private security outfits. Like, what their training and equipment was like, their reputations, their (known) financing, etc.

    They compiled the (unclassified) info for their old friend, and met with him to hand it over, and ask what it was all about.

    They left even more perplexed than when they had arrived; Colonel Ash DuQuennes was acting decidedly...odd. Like, he had a wonderful prank he was about to pull on someone...
    Last edited by Ash DuQuennes; 25 February 2017 at 01:32 PM.
    A. DuQuennes

    I am the one you warned me of.

  6. #6
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default

    Name: Zylo Byxby
    Species: Human Male
    Age: 38
    Height: 5'9" / 175.3 cm
    Weight: 141 lbs / 64 Kg
    Skin Color: White
    Eye Color: Brown
    Hair Color: Varies, currently blond
    Homeworld: Who cares? (Bonadan, FWIW)


    Zylo Byxby: Adult Male Human, Scoundrel 6/Soldier 4/Tech Specialist 5; Init +6 (+2 Dex, +4 Bonus); Def 20 (+2 Dex, +8 Class); Spd 10m; VP/WP 78/12; Atk +13/+8/+3 ranged (3d8, crit 19-20, BlasTech DL-44 FireFly Special), +12/+7/+2 melee (1d3+1, punch), +12/+7/+2 melee (2d4+4, Vibrodagger [Mastercraft +3]); SQ +1 bonus on attack and damage rolls with ranged weapons, for targets with 10m., +1 bonus to defense against a specific target, Expert (Knowledge), Favor +2, Illicit barter, Instant Mastery (Computer Use), Lucky (2/day), Precise Attack +1, Research, Tech Speciality (Computer Specialist +1); SV Fort +9, Ref +10, Will +7; SZ M; FP: 5; Rep: +5; Str 12, Dex 15, Con 12, Int 16, Wis 14, Cha 16.

    Equipment: A/KT Shipsuit x2, A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumbrance cut in half), AK/T Camouflage Poncho (+5 Hide), AK/T Climbsuit (+2 Climb), AK/T Shadowsuit (+10 Hide, +10 Move Silently), All-Temperature cloak [Mastercraft +2] (+4 to Fortitude saves made to resist severe weather), BioTech FastFlesh Medpac (+4 treat Injury) x2, Blank DataCards (for DataPad, 10) x8, BlasTech DL-44 (FireFly) x2, Code Cylinder x4, Comlink [Military Grade] (Hands Free, Encryption DC 35), Credit Chip x2, DataPad x2, Electrobinoculars [Mastercraft +2], Glow rod x2, Grappling Spike Launcher x2, Handheld Computer (Mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Liquid Cable Dispenser x4, Private Computer (Mastercraft +2) (+6 Computer Use Checks), Security kit [Mastercraft +3] (+5 Disable Device), Spacer's Chest x2, Tool kit [Mastercraft +3] (+5 on appropriate Craft/Repair checks), Vennoc-x Chronometer [Mastercraft +2], Vibrodagger [Mastercraft +2], Mobquet Grand Phantom Ultra Deluxe.

    Skills: Appraise +10 (+3 Int, +7 ranks), Balance +2 (+2 Dex), Bluff +16 (+3 Cha, +9 ranks, +2 Persuasive, +2 Street Smart), Climb +1 (+1 Str), Computer Use +28 (+3 Int, +17 ranks, +3 Skill Emphasis, +2 Knowledge [Technology], +2 Gear Head, +1 SQ), Craft (Computers) +12 (+3 Int, +7 ranks, +2 Knowledge [Technology]), Diplomacy +20 (+3 Cha, +13 ranks, +2 Cosmopolitan, +2 Trustworthy), Disable Device +14 (+3 Int, +9 ranks, +2 Knowledge [Technology]), Disguise +12 (+3 Cha, +9 ranks), Entertain +3 (+3 Cha), Escape Artist +7 (+2 Dex, +5 ranks), Forgery +3 (+3 Int), Gamble +2 (+2 Wis), Gather Information +25 (+3 Cha, +13 ranks, +3 Skill Emphasis, +2 Street Smart, +2 Trustworthy, +2 Cosmopolitan), Hide +11 (+2 Dex, +9 ranks), Intimidate +12 (+3 Cha, +7 ranks, +2 Persuasive), Jump +1 (+1 Str), Knowledge (Streetwise) +10 (+3 Int, +7 ranks), Knowledge (Technology) +12 (+3 Int, +7 ranks, +2 SQ), Listen +2 (+2 Wis), Move Silently +2 (+2 Dex), Pilot +5 (+2 Dex, +3 ranks), Read/Write Basic, Read/Write Binary, Read/Write Bothese, Repair +12 (+3 Int, +5 ranks, +2 Gearhead, +2 Knowledge [Technology]), Ride +2 (+2 Dex), Search +12 (+3 Int, +9 ranks), Sense Motive +25 (+2 Wis, +18 ranks, +3 Skill Emphasis, +2 Cosmopolitan), Sleight of Hand +11 (+2 Dex, +9 ranks), Speak Basic, Speak Bothese, Speak Huttese, Spot +11 (+2 Wis, +9 ranks), Survival +2 (+2 Wis), Swim +1 (+1 Str), Treat Injury +4 (+2 Wis, +2 ranks)

    Feats: Armor Proficiency (Light), Blasterslinger, Cosmopolitan (Diplomacy, Gather Information, Sense Motive), Dodge, Far Shot, Gearhead, Improved Initiative, Influence, Martial Arts, Persuasive, Point Blank Shot, Quick Draw, Skill Emphasis (Computer Use, Disable Device, Gather Information, Sense Motive), Street Smart, Trustworthy, Weapons Group Proficiency (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons)

    Physical Description: Zylo is average height, with a slender build. His current hair color is blond, but it can change depending upon his current assignment. He's usually fairly well dressed, in a conservative, elegantly understated manner.

    Background and Personality: Zylo was born to a pair of factory drones on one of the Corporate Sector Authority's factory worlds, which name he chooses not to remember. His parents immediately gave him up for adoption to the Corporate Crèche, whose sole responsibility was to raise good, obedient, industrious, minimum-wage factory drones.

    Zylo left unceremoniously at the age of 8, to live on the mean streets of the factory compounds, diligently patrolled by the Authority's feared Security Police. The quick-witted youngster almost immediately joined a juvi-gang, where he quickly learned several important survival skills that have stood him in good stead. Such as the ability to size up another person, gauge their interests and motives, quicker than the other guy can size up you. When to talk (and how to talk) to get people to listen to you, and to sway them to your point-of-view. When not to talk. When to "talk tough," and how to back someone down without having to come to blows. And, how to listen to "the word on the street," and glean valuable information out of the most fragmentary of rumors.

    Zylo left his juvie-gang behind to join a minor (only somewhat organized) criminal gang, and quickly rose in ranks. He was known as "a reasonable guy," and was a go-to guy to get "the straight skinny." His lock-picking and burgeoning computer skills saw the cash coming in, and he always made his "dues" to the "boss" with no problem, often helping lesser members with their various schemes and scams, and by doing so, gaining a following.

    This caused a rift in the gang; with the boss being a deeply stupid (yet cunning; very, very cunning) and viciously aggressive man, he grew jealous of Zylo's increasing prosperity and (minor, very minor) wealth and decided to take Zylo out.

    Zylo survived the assassination attempt, and decided a change of scenery was in order. With forged documents, he lit out, for anywhere else, and didn't look back.

    He bounced around the Tion Hegemony and the Cron Drift for a year or two, but every operation he became interested in usually already had a local boss, demanding that he "kick up" in order to operate. To his way of thinking, these "bosses" were just small-time versions of The Emperor (and by extension, the Empire), and the Corporate Sector Authority, and he decided he wasn't cut out to be "The Boss;" he didn't want to live his life always looking over his shoulder, wondering who's coming up behind him, vibrodagger in-hand.

    He wanted to belong to something, that wasn't a kill-or-be-killed, always watching your back, looking out for the double cross, where the people looked out for each other, and worked together towards a decent, common goal. With this change in attitude, it wasn't long before he was in the Rebellion.

    With his background and skill-set, he was a natural for Alliance Intelligence (once he'd been properly vetted, of course!). Slicer, Infochant, Influence Broker, Operative, Analyst, or Shipjacker, Zylo did it all.

    The one thing he wasn't looking for, and was completely blind-sided by, was Love, in the form of Anamiika Nelprin. Thrown together on a mission, Zylo was at first overawed by the cooly poised, aristocratic "Lady." He suavely covered it up, of course. But their mutually overlapping skill-sets saw them working in close proximity, and a mutual attraction grew between them.

    It was briefly interrupted by an obnoxious interloper, a loud-mouthed, opinionated snub-jock that they'd had foisted off on them while he was running the "Dirty Thieves" Group. But his Love gave the jerk the boot, and came back to him. And the snub-jock was an all right sort, in his own "Hey Hey! What What?" way, so it was all good.

    Shortly after the Battle of Yavin, Zylo and Anamiika met up with Skawn'Han, a Twilek business-type. His knowledge of interstellar commerce and finances, banking systems, contract law, and, generally, the "Who's Who" of that particular world, assisted them in some interesting missions, and an unlikely friendship grew up between the three of them.

    But things were getting...wierd...in the New Republic. Neither he, Ana, or Skawn were happy about the confusing, oftentimes conflicting direction the New Republic was taking. Between the three of them (and, occasionally, their boss Admiral Drayson), they were beginning to harbor reservations about both the New Republic, and their future in it. Or whether they should have a future in it.

    And then one day he got a, well, rather strange comm call from his old buddy, now-Colonel Ash DuQuennes....


    Having been born and mostly raised in utter poverty, and growing up on the "mean streets," Zylo definitely appreciates the "finer things" in life. Nice clothes, nice home(s), nice speeder, good food and drink. He's accumulated a considerable degree of quietly hidden (and smartly invested; thanks Skawn!) wealth. But it's important to note that he never, not once, ever stole from either the Rebel Alliance, or the New Republic.

    But, well...if he's out on a mission, in enemy territory, and he sees something lying there, "loose," so to speak, and it should just happen to "stick," as it were, well, then...

    Zylo & Anamiika
    Last edited by Ash DuQuennes; 25 February 2017 at 01:36 PM.
    A. DuQuennes

    I am the one you warned me of.

  7. #7
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default Warriors! Arise! Fell Foe and Glorious Battle Are Upon Us!

    Name: Shearran
    Species: Trianii Female
    Age: 40
    Height: 6'7" / 200.7 cm
    Weight: 161 lbs / 73 Kg
    Skin Color: Black
    Eye Color: Grass Green
    Hair/Fur Color: Bronze, with Russet Highlights
    Homeworld: Trianii



    Shearran: Adult Female Trianii, Noble 3/Soldier 4/Elite Trooper 3/Officer 4; Init +6 (+2 Dex, +4 Bonus); Def 23 (+2 Dex, +9 Class, +2 Defensive Martial Arts); Spd 10m; VP/WP 72/14; +14/+9/+4 melee (1d4+2, crit 20, punch), +14/+9/+4 melee (1d4+4, Knife [Mastercraft +2]), +14/+9/+4 melee (2d4+4, Vibrodagger [Mastercraft +2]), +14/+9/+4 melee (2d6+4, Vibroblade [Mastercraft +2]), +15/+10/+5 or +11/+11/+11/+6/+1 ranged (3d8, crit 18-20, BlasTech E-11 (FireFly)), +14/+9/+4 or +10/+10/+10/+5/+0 ranged (3d8, crit 19-20, BlasTech DL-44 [FireFly]); SQ +1 bonus on attack and damage rolls with ranged weapons, for targets with 10m, +1 bonus to defense against a specific target, +2 Climb (Claws), +2 Grapple (Tail), Claws, Favor +4, Inspire Confidence, Leadership, Prehensile Tail, Requisition Supplies, Resource Access, Uncanny Dodge (Dex bonus to Defense); SV Fort +12, Ref +9, Will +10; SZ M; FP: 5; Rep: +10; Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 14 (+2), Cha 16 (+3).

    Equipment: A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumberance cut in half), AK/T Camouflage Poncho (+5 Hide), AK/T Climbsuit (+2 Climb), AK/T Shadowsuit (+10 Hide, +10 Move Silently), All-Temperature cloak [Mastercraft +2] (+2 to Fortitude saves made to resist severe weather), Blank DataCards (for DataPad, 10) x2, BlasTech DL-44 (FireFly), BlasTech E-11 (FireFly), Code Cylinder, Comlink [Military Grade] (Hands Free. Encryption DC 35.), Credit Chip, DataPad [Mastercraft +1] (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Electrobinoculars [Mastercraft +2], Field Kit (Contains 2x condensing canteens with water purification, 1x sunshield roll, 1x week's worth of food rations, 2x glow rods, 2x breath masks, 24x filters, 12x atmospheric canisters, and an all-temperature cloak.), Glow rod x2, Grappling Spike Launcher x2, Handheld Computer (mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Knife [Mastercraft +2], Liquid Cable Dispenser x6, Medpac x2, Recording rod, Shock Cloth (+5 to Treat Injury when attempting to stabilize, +1 to Fort Saves to resist cold weather.) x2, Spacer's Chest, Tool kit [Mastercraft +1] (+2 on appropriate Craft checks.), 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), Vennoc-x Chronometer [Mastercraft +2], Vibroblade [Mastercraft +2], Vibrodagger [Mastercraft +2]

    Skills: Appraise +2 (+2 Int), Balance +2 (+2 Dex), Bluff +11 (+3 Cha, +6 ranks, +2 Persuasive), Climb +10 (+2 Str, +6 ranks, +2 Claws), Computer Use +10 (+2 Int, +8 ranks), Craft +2 (+2 Int), Demolitions +11 (+2 Int, +9 ranks), Diplomacy +17 (+3 Cha, +12 ranks, +2 Trustworthy), Disguise +3 (+3 Cha), Entertain (Dance) +8 (+3 Cha, +5 ranks), Entertain (Song) +8 (+3 Cha, +5 ranks), Escape Artist +2 (+2 Dex), Forgery +2 (+2 Int), Gamble +2 (+2 Wis), Gather Information +12 (+3 Cha, +7 ranks, +2 Trustworthy), Hide +2 (+2 Dex), Intimidate +10 (+3 Cha, +5 ranks, +2 Persuasive), Jump +4 (+2 Str, +2 Acrobatic), Knowledge (Business) +10 (+2 Int, +8 ranks), Knowledge (Politics) +5 (+2 Int, +3 ranks), Knowledge (Tactics) +10 (+2 Int, +8 ranks), Listen +2 (+2 Wis), Move Silently +2 (+2 Dex), Read/Write Basic, Read/Write Trianii, Repair +3 (+2 Int, +1 ranks), Ride +2 (+2 Dex), Search +2 (+2 Int), Sense Motive +15 (+2 Wis, +10 ranks, +3 Skill Emphasis [Sense Motive]), Speak Basic, Speak Trianii, Spot +9 (+2 Wis, +7 ranks), Survival +2 (+2 Wis), Swim +2 (+2 Str), Treat Injury +5 (+2 Wis, +3 ranks), Tumble +19 (+2 Dex, +15 ranks, +2 Acrobatic)


    Feats: Acrobatic, Agile Riposte, Aristocrat's Honor, Armor Proficiency (Heavy, Light, Medium), Combat Reflexes, Defensive Martial Arts, Dodge, Fame, Far Shot, Improved Initiative, Influence, Martial Arts, Multishot, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Skill Emphasis (Sense Motive), Toughness, Trustworthy, Weapon Focus (Blaster Rifles), Weapons Group Proficiency (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons)

    Physical Description: Shearran is tall, and lithe. Her slender form belies her bulk and strength. Her bright green eyes form a striking contrast with her bronze-and-russet fur.

    Background and Personality: As a Senior sister, Shearran was, literally, born to rule. Her family, her clan, and eventually, in time, possibly to be admitted to the Trianii Matriarchy, the yu'nar. As such, she was trained in not only politics and business, but in the traditional Trianii songs and dances as well.

    Her training wasn't interrupted so much as "well informed" by the Corporate Sector Authority's attempt to annex Trianii Space. While she was considered (by her elders) too young and too important to join the fight against the Authority invaders, she nonetheless followed the valiant Trianii defender's progress in throwing back the foreign invaders.

    When she was of age, she announced that she was going to join the Trianii Defense Force. This caused something of a stir in Trianii society, for, while there were plenty of females in the Defense Force, few were of High Birth. Shearran never once considered her elevated social rank in making her decision; it was what she wanted, therefore she went out to get it.

    Upon graduation, she went to the front lines to fight the Corporate Sector's thugs: The Espos. Taking command of a Reconnaissance Platoon, she and her platoon infiltrated deep into Authority lines, sabotaging Authority facilities and vehicles, and assassinating key Authority officers.

    The yu'nar realized that they didn't have to defeat the Authority; they just had to make their war of conquest a "losing proposition," financially. Shearran disagreed; she much preferred a sound strategic victory. Her Platoon Sergeant, a taciturn NCO from the Scout Service, agreed. While he didn't say much, when he did speak Platoon Sergeant Reakhas' words were well worth listening to.

    Advancing quickly to Company Commander, Shearran and her counterparts pressed their attacks ruthlessly. Deception, Speed, and Overwhelming Firepower were brought to bear on isolated or underguarded Authority assets with alarming frequency, and the arrogant, overconfident Authority soon realized that they had bitten off more than they could chew. They soon pursued a cease-fire, and withdrew before finally signing a Peace Accord with the Trianii, paying stiff reparations for their brutality and callous disregard for any of the accepted conventions of warfare.

    Shearran was not ready to resume the life of a staid, respectable Matriarch. Scandalizing her parents, she slected her former Platoon Sergeant for her mate, got married, and the two of them headed out into the greater galaxy to see, to do...

    Working steadily Coreward, she was intrigued by an recruiting ad she saw on a local HoloNetNews infochannel: it seems some monkeys were hiring ground-force types for some kind of mercenary/security firm. Perusing some informal investigation through the datanets, she was kind of impressed by the DuQuennes fellow's military record (just the public portion she could access, and only inasmuch as she could be impressed by any mere sky-pilot), and talked her husband Reakhas into taking a joint meeting with some of FireFly's people.

    Shearran wasn't very impressed by what she saw: a run-down, dingy office in a run-down, dingy commercial/industrial sector just off Tirahnn City's Spaceport. The noise was, on occasion, atrocious. If the decor didn't impress her, the people were even less spectacular: a skinny shrimp with a fighter-jock atitude problem, and a slimy Twi'lek, smoothly prating about precedents and contracts and references, etc. What intirgued her, though, was the female-male pair who sat quietly watching her and Reakhas during the interview. The quiet intelligence behind their blue and brown eyes, their impassive mien, giving nothing away and showing no reaction, impressed her hunteress' instincts.

    On a whim, she decided to get a little "pushy" with the skinny shrimp doing most of the talking. Cool, round, ice-blue eyes locked unwavering, like a targeting computer (just with less emotion), on slit-pupiled grass-green eyes. Hmmph. She thought, at least the little monkey has spirit. Even if I could break him in two with just my tail. Sensing his wife's thoughts, Reakhas shifted subtly and twitched his whiskers and ears in a manner that only (mostly) another Trianii would recognize. If it were spoken in Basic, it would loosely translate as, Behave, Love.

    Relenting from "obnoxious mode," Shearran endured the rest of the interview, thinking that she might just have blown an employment opportunity. To her surprise, an employment offer for both her and Reakhas was waiting in the comm message queue when they arrived back at their hotel. Reviewing what she gleaned from the interview, she decided that she could tolerate the cocky shrimp and the slimy businessman; it was the huntress/hunter pair that intrigued her. They may be worthy of working with, she thought.

    To her surprise, as she came to know the minds behind FireFly, true respect, and then even friendship, sprang up. The "cocky shrimp" had a head for tactics, and knew enough to know when he didn't know enough to be of any help, and to get out of her way. And he was reasonable, too. She merely had to present a sound plan or idea, and he would typically approve it. The now-not-so-slimy businessman was also a keen observer, and seemed to have more "back channel" sources and contacts in the leagl and business world than most politicians. As she watched the fledgling business "get off the ground," the subtle genius of the Twi'Lek did not pass her notice.

    But the huntress-hunter mated pair...there was more there than met the eye. No one who watched, who observed, the way those two did were mere Communications and InfoSytems "Directors."

    ETA: Tweaked her height/weight to be in beter compliance with the Revised Ultimate Alien Anthology, as well as bumping her age by two years to make her involvement in the CSA/Trianii conflict and her motherhood more in line with each other.
    Last edited by Ash DuQuennes; 25 February 2017 at 04:45 PM.
    A. DuQuennes

    I am the one you warned me of.

  8. #8
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default It hurt, yes? Then you have learned a lesson: don't do that.

    Name: Reakhas
    Species: Trianii Male
    Age: 38
    Height: 6'3" / 190.5 cm
    Weight: 161 lbs / 73 Kg
    Skin Color: Black
    Eye Color: Violet Blue
    Hair/Fur Color: Black, with Gray Stripes
    Homeworld: Trianii


    Reakhas: Adult Male Trianii, Scout 4/Soldier 4/Elite Trooper 5; Init +7 (+3 Dex, +4 Bonus); Def 23 (+3 Dex, +8 Class, +2 Defensive Martial Arts); Spd 10m; VP/WP 97/14; Atk +14/+9/+4 melee (1d4+4, Knife [Mastercraft +2]), +14/+9/+4 melee (2d4+4, Vibrodagger [Mastercraft +2]), +14/+9/+4 melee (2d6+4, Vibroblade [Mastercraft +2]), +14/+9/+4 melee (3d4+2, crit 18-20, punch), +16/+11/+6 or +12/+12/+12/+7/+2 ranged (3d8, crit 18-20, BlasTech E-11 [FireFly]), +15/+10/+5 or +11/+11/+11/+6/+1 ranged (3d8, crit 19-20, BlasTech DL-44 [FireFly]); SQ +1 bonus on attack and damage rolls with ranged weapons for targets with 10m, +1 bonus to defense against a specific target, +2 Climb (Claws), +2 Grapple (Tail), +3 Dodge bonus to Defense when fighting defensively, +6 Dodge bonus to Defense when executing total defense action, Claws, Heart +1, Prehensile Tail, Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +12, Ref +9, Will +9; SZ M; FP: 5; Rep: +4; Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 16 (+3), Cha 12 (+1).

    Equipment: A/KT Shipsuit x2, A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumberance cut in half), AK/T Camouflage Poncho (+5 Hide), AK/T Climbsuit (+2 Climb), AK/T Shadowsuit (+10 Hide, +10 Move Silently), AK/T Tracker Utility Vest (modified) (Can hold up to 24 items of 1kg or less. Encumberance Load Cut in Half.), All-Temperature cloak [Mastercraft +2] (+2 to Fortitude saves made to resist severe weather), Blank DataCards (for DataPad, 10) x2, BlasTech DL-44 (FireFly), BlasTech E-11 (FireFly), Code Cylinder, Comlink [Military Grade] (Hands Free. Encryption DC 35.), Credit Chip, DataPad (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Electrobinoculars [Mastercraft +2], Field Kit (Contains 2x condensing canteens with water purification, 1x sunshield roll, 1x week's worth of food rations, 2x glow rods, 2x breath masks, 24x filters, 12x atmospheric canisters, and an all-temperature cloak.), Glow rod x2, Grappling Spike Launcher x4, Handheld Computer (mastercraft +1) (+5 Computer USe Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Knife [Mastercraft +2] x2, Liquid Cable Dispenser x8, Medpac x2, Recording rod, Shock Cloth (+5 to Treat Injury when attempting to stabilize, +1 to Fort Saves to resist cold weather.), Spacer's Chest, Tool kit [Mastercraft +1] (+2 on appropriate Craft checks.), 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), Vennoc-x Chronometer [Mastercraft +2], Vibroblade [Mastercraft +2], Vibrodagger [Mastercraft +2]

    Skills: Appraise +3 (+3 Int), Balance +3 (+3 Dex), Bluff +1 (+1 Cha) , Climb +15 (+2 Str, +9 ranks, +2 Claws, +2 Athletic), Computer Use +10 (+3 Int, +7 ranks), Craft +3 (+3 Int), Demolitions +10 (+3 Int, +7 ranks), Diplomacy +1 (+1 Cha), Disguise +1 (+1 Cha), Entertain +1 (+1 Cha), Escape Artist +3 (+3 Dex), Forgery +3 (+3 Int), Gamble +3 (+3 Wis), Gather Information +1 (+1 Cha), Hide +15 (+3 Dex, +10 ranks, +2 Stealthy), Intimidate +10 (+1 Cha, +9 ranks), Jump +15 (+2 Str, +11 ranks, +2 Acrobatic), Listen +15 (+3 Wis, +10 ranks, +2 Alertness), Move Silently +23 (+3 Dex, +15 ranks, +2 Stealthy, +3 Skill Emphasis [Move Silently]), Pilot +8 (+3 Dex, +5 ranks), Read/Write Basic, Read/Write Trianii, Repair +7 (+3 Int, +4 ranks), Ride +3 (+3 Dex), Search +9 (+3 Int, +6 ranks), Sense Motive +10 (+3 Wis, +7 ranks), Speak Basic, Speak Ewoki, Speak Trianii, Spot +15 (+3 Wis, +10 ranks, +2 Alertness), Survival +9 (+3 Wis, +6 ranks), Swim +4 (+2 Str, +2 Athletic), Treat Injury +10 (+3 Wis, +7 ranks), Tumble +18 (+3 Dex, +13 ranks, +2 Acrobatic)


    Feats: Acrobatic, Advanced Martial Arts, Alertness, Armor Proficiency (Heavy, Light, Medium), Athletic, Combat Reflexes, Defensive Martial Arts, Dodge, Far Shot, Improved Initiative, Improved Martial Arts, Martial Arts, Multishot, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Skill Emphasis (Move Silently), Stealthy, Track, Weapon Focus (Blaster Rifles), Weapons Group Proficiency (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons)


    Physical Description: Reakhas is smaller than his mate, Shearran, but is more "muscular" by comparison. Like his mate, his bright, violet-blue eyes contrast markedly with his black and gray striped fur. Reakhas has the uncanny (and occasionally unnerving) ability to remain absolutely motionless for extended periods of time.

    Background and Personality: Reakhas doesn't talk much about his family, other than to shrug and say, "They were average, for Trianii." In fact, he doesn't talk much at all; when he does speak, it's usually worth listening to.

    What is known about him is his outstanding combat record during the Trianii-Corporate Sector conflict, where his reconnaissance platoon wreaked bloody havoc against their foes. But he doesn't talk about it much.

    Some people take his quiet demeanor as reflecting a passive personality; if they try to take advantage of him or his family based upon that erroneous assumption, they will learn (perhaps painfully) the error of their ways, as Reakhas is an expert martial artists. His particular style is part traditional-Trianii, and part whatever he picked up in his travels and thought was effective.

    Reakhas will never inflict pain gratuitously, but as an instructor (especially of martial arts) he firmly believes that lumps and bruises teach better than any number of spoken words. As such, he will not hesitate to "thump" a student if he feels the need calls for it. On the other hand, he is also a very patient, and thoughtful, instructor and trainer. And an observant leader; if any of his people's equipment isn't right, he will notice, and corrective action will be taken by the errant trooper, stat.

    He is also eerily quiet in his movements, reflecting his hunter/stalker nature. At the same time, he is also quick and precise when he does move, with a graceful speed that belies his bulk (and often surprises his adversaries, and students).

    Trianii, being a matriarchal society, are by definition a female-dominant people, and Reakhas is a good, traditional, male Trianii, often deferring to his wife's judgement on most family-related matters. But he is no door-mat, either. His quiet, observant nature, and particular attention to detail, make him a natural executive officer to Shearran's commanding officer role.
    Last edited by Ash DuQuennes; 25 February 2017 at 04:12 PM.
    A. DuQuennes

    I am the one you warned me of.

  9. #9
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default FireFly Stuff

    Here is some of the typical gear that various FireFly Personnel are issued:

    Ayelixe/Krongbing Textiles Shipsuit
    Cost: 200, less bulk discount
    Availability: Common

    The A/KT Shipsuit is a muliti-pocketed coverall. The many pockets are useful for toting tools and equipment. The tough synthweave fabric lasts for years of regular use and is fireproof and electrically nonconductive (the suit is not a barrier to heat, though; wearers have been killed by a fire's raw heat). A fitted shipsuit functions as a vacuum suit or space suit internal body sleeve, allowing for a fast change into EVA gear.

    FireFly issues everyone two pairs of coveralls, color-coded bt "Branch:" Navy Blue for Ship Focre, Black for Ship Gunners, Medium Gray for Fighter Crews (incl. gunners), Olive Drab for Ground Force, and Medium Blue for Engineering/Logistics.

    Ayelixe/Krongbing Textiles Tracker Utility Vest

    Armor Type: Light Armor
    Proficiency Group: Light
    Cost: 300, less bulk discount
    Damage Reduction: 1
    Maximum Dex Bonus: +6
    Armor Check Penalty: -1
    Speed: 10 m/6 m
    Weight: 0.5 kg
    Availability: Common

    The Tracker Utility Vest is a light, sleveless garment designed to allow hunters and guides to carry numerous small items in acomfortable and convenient manner. It is constructed of a tough leathery material created from Bantha hide, and it is resistant to tears, stains, and corrosion.

    The vest can carry up to twenty-four objects of 1 kilogram or less in weight, each in one of a series of pockets, pouches, and straps. Because the weight of these items is evenly distributed, their total weight is halved for purposes of determining encumberance.

    FireFly issues all Ground Forces one of these, and the Fighter Contingent Flight Crews get one as well, but they are generally available to anyone who wants one, too. Basic black is currently the only offering from FireFly.

    ETA: The issued Vests get modified to eliminate the -1 Armor Check Penalty. The Tracker Utility Vest can be worn on top of other types of armor, though it provides no additional protection (in the case of MasterCrafted verisons). If such a version were worn by itself over regular clothing, then it would provide any MasterCraft DR.

    Karflo Corporation Thinsuit

    Armor Type: Light Armor *
    Proficiency Group: Light
    Cost: 900 Cr base; 1,575 Cr as modified, less bulk discount
    Damage Reduction: 0
    Maximum Dex Bonus: +6
    Armor Check Penalty: -1
    Speed: 10 m/6 m
    Weight: 1 kg
    Availability: Common

    The Karflo Thinsuit is designed to act as insulation against extremes of pressure and temperature. It is a skintight garment that covers the entire body, made of a thin but highly insulating material with tiny heaters and coolers, allowing it to keep the wearer comfortable in extremes of heat and cold. The suit comes with a breather mask with one hour of internal air.

    The Thinsuit provides a +4 Equipment Bonus on all Fortitude saves made to resist the effects of extreme heat and cold, and prevent any penalties being added for previous saves.

    The Thinsuit may be worn beneath other armors.

    *For The Departed: the Equipment Bonus does stack with other bonuses provided by gear such as the All-Temperature Cloak, or Flight Suits. Additionally, Armor Proficiency does not apply to this garment; no non-proficiency penalty applies. Every Thinusit is custom fitted to its wearer, eliminating the -1 Armor Check Penalty.

    FireFly issues two Thinusits to everyone.

    ETA: MasterCraft versions of the Thinsuit do NOT provide DR bonuses; instead the Fort Save Bonus is increased by the MasterCraft Rating.

    All-Temperature Cloak (FireFly Special): as per Revised Core Rule Book, the FireFly version is a "Flight"-style jacket, with a waterproof hood that rools up into the collar.

    Blast Helmet and Vest: per Revised Core Rule Book, DR 2, Max Dex +5. The FireFly gear has been custom fitted to each wearer, eliminating the -1 Armor Check Penalty.

    Padded Flight Suit: per Revised Core Rule Book. These are custom-fitted to each wearer to reduce the Armor Check Penalty from -2 to -1.


    BlasTech DH-17 Blaster Pistol - FireFly Special

    Weapon Type: Blaster Pistol
    Proficiency Group: Blaster Pistols
    Cost: 550 Cr base, 1,512.5 Cr as modified, less bulk discount
    Damage: 3d6-1
    Critical: 19-20
    Range Increment: 18 m
    Weight: 1 kg
    Fort DC: 17
    Type: Energy
    Multifire/Autofire: M
    Size: Small
    Hardness: 5
    WP: 2
    Break DC: 14
    Availability: Prevalent, Licensed

    The sidearm issued to Ship's Officers. The base model DH-17 is issued to all Capital Ship's crew and gunners.

    BlasTech DL-18 Blaster Pistol - FireFly Special

    Weapon Type: Blaster Pistol
    Proficiency Group: Blaster Pistols
    Cost: 500 Cr base, 1,375 as modified, less bulk discount
    Damage: 3d6
    Critical: 19-20
    Range Increment: 14 m
    Weight: 1 kg
    Fort DC: 17
    Type: Energy
    Multifire/Autofire: M
    Size: Small
    Hardness: 5
    WP: 2
    Break DC: 15
    Availability: Prevalent, Licensed

    The sidearm issued to Fighter Pilots and Fighter Gunners. The base model is issued to Ground Crews when deployed on field assignments.

    BlasTech DL-44 Heavy Blaster Pistol - FireFly Special

    Weapon Type: Blaster Pistol
    Proficiency Group: Blaster Pistols
    Cost: 750 Cr base, 2,062.5 as modified, less bulk discount
    Damage: 3d8
    Critical: 19-20
    Range Increment: 12 m
    Weight: 1.3 kg
    Fort DC: 20
    Type: Energy
    Multifire/Autofire: M
    Size: Small
    Hardness: 5
    WP: 5
    Break DC: 17
    Availability: Prevalent, Restricted

    The sidearm issued to Ground Force CO, XO, 1SG, Platoon Leaders, and Platoon Sergeants. The base model is issued as a sidearm to Ground Forces Squad Leaders and Heavy Weapons Gunners.

    BlasTech E-11 Blaster Rifle - FireFly Special
    Weapon Type: Blaster Rifle
    Proficiency Group: Blaster Rifles
    Cost: 1,000 Cr base, 3,500 Cr as modified, less bulk discount
    Damage: 3d8
    Critical: 18-20
    Range Increment: 44 m
    Weight: 4.5 kg base, 5 kg as modified.
    Fort DC: 20
    Type: Energy
    Multifire/Autofire: M
    Size: Medium
    Hardness: 5
    WP: 10
    Break DC: 20
    Availability: Prevalent, Military

    The standard-issue weapon for Ground Forces. Comes equipped with a Merr-Sonn Targeter Ranging Scope, which eliminates range penalties out to 88 meters. The base model (sans scope) is issued to Starfighter Pilots, Fighter Gunners, and Ground Crews (when deployed).

    Comes with a tactical sling that makes the heavy rifle much more comfortable to carry for extended periods, while still keeping the weapon close-to-hand for ready use.

    BlasTech T-21 Light Repeating Blaster - FireFly Special

    Weapon Type: Blaster Rifle
    Proficiency Group: Blaster Rifles
    Cost: 2,000 Cr base, 3,500 Cr as modified
    Damage: 3d8
    Critical: 18-20
    Range Increment: 60 m
    Weight: 4.5 kg base, 5 kg as modified (scope).
    Type: Energy
    Multifire/Autofire: M/A
    Size: Large
    Hardness: 5
    WP: 5
    Break DC: 17
    Availability: Prevalent, Military

    The standard-issue Heavy Weapon for Ground Forces Heavy Weapons Squads (one per squad, four total). Comes equipped with a Merr-Sonn Targeter Ranging Scope, which eliminates range penalties out to 120 meters.

    Comes with a tactical sling that makes the heavy rifle much more comfortable to carry for extended periods, while still keeping the weapon close-to-hand for ready use.
    Last edited by Ash DuQuennes; 31 August 2014 at 08:17 AM.
    A. DuQuennes

    I am the one you warned me of.

  10. #10
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default I believe we may go to battle stations at this time...

    Name: Oba-Diah Gracus
    Species: Human Male
    Age: 40
    Height: 5'9" / 175.3 cm
    Weight: 165 lbs / 75 Kg
    Skin Color: Black
    Eye Color: Brown
    Hair: Black
    Homeworld: Formerly Coruscant


    Oba-Diah Grackus: Adult Male Human, Soldier 4/Noble 2/Naval Officer 9; Init +1 (+1 Dex); Def 20 (+1 Dex, +9 Class); Spd 10m; VP/WP 121/12; Atk +12/+7/+2 melee (1d4+1, crit 20, punch), +12/+7/+2 ranged (3d6-1, crit 19-20, BlasTech DH-17 (FireFly)); SQ Enhance Crew +5, Enhance Fleet +1, Favor +3, Inspire Confidence, Noble bonus class skill (Gather Information); SV Fort +9, Ref +8, Will +12; SZ M; FP: 5; Rep: +10; Str 12, Dex 12, Con 12, Int 16, Wis 15, Cha 17.

    Equipment: A/KT Shipsuit x2, A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumberance cut in half), All-Temperature cloak [Mastercraft +2] (+2 to Fortitude saves made to resist severe weather), Blank DataCards (for DataPad, 10) x4, BlasTech DH-17 (FireFly), Code Cylinder, Comlink [Military Grade] (Hands Free. Encryption DC 35.), Credit Chip, DataPad (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Electrobinoculars [Mastercraft +1], Glow rod, Handheld Computer (mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Medpac, Recording rod, Spacer's Chest, Vennoc-x Chronometer [Mastercraft +2]

    Skills: Appraise +3, Astrogate +20, Balance +1, Bluff +10, Climb +1, Computer Use +15, Craft (capital ships) +10, Craft +3, Diplomacy +15, Disguise +3, Entertain +3, Escape Artist +1, Forgery +3, Gamble +3, Gather Information +17, Hide +1, Intimidate +12, Jump +1, Knowledge (Astronomy) +15, Knowledge (Bureaucracy) +15, Knowledge (Business) +10, Knowledge (Engineering) +10, Knowledge (Tactics) +15, Listen +2, Move Silently +1, Pilot +10, Read/Write Basic, Read/Write Durese, Repair +4, Ride +1, Search +12, Sense Motive +20, Speak Basic, Speak Bith, Speak Durese, Spot +2, Survival +2, Swim +1, Treat Injury +2

    Feats: Aristocrat's Honor, Armor Proficiency (light), Gun Crew Chief, Influence, Martial Arts, Persuasive, Quick Draw, Sharp-eyed, Skeptical, Skill Emphasis (Sense Motive), Spacer, Starship Operation (capital ship), Starship Point Blank Shot (capital ship), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

    Physical Description: Oba-Diah is a human male of average height; there's nothing to distinguish him physically.

    Background and Personality: Oba-Diah was born and raised on Coruscant, growing up during The Clone Wars, and witnessing first-hand as a boy the Republic Fleet battling it out against The Separatists in the space over Coruscant. That battle made an impression on the whole family (his father was a Republic Fleet Captain, and later an Imperial Admiral).

    The Gracus family supported Palpatine when he declared the Republic defunct and himself Emperor. Being a "Fleet" family, Oba-Diah went to The Imperial Academy and joined the Imperial Fleet upon graduation.

    But as time went by, he began to harbor reservations about the Empire. While never participating in or even witnessing any of the Empire's brutality, the evidence was plain for him to see. He did what he could "from the inside" to mitigate against the harshness of the Empire, but couldn't bring himself to betray his family, or the Imperial Fleet, by defecting to the Rebel Alliance.

    Since his loyalties were more to the fleet than the Empire (or even the Emperor, hisself) he instead concentrated on being the best ship's captain he could be, and his calm demeanor, consideration for his people, quiet competence, and natural authority engendered near-fanatical devotion and loyalty amongst his officers and crews.

    When the New Republic took Coruscant, Oba-Diah surrendered to New Republic Forces. He officially renounced the Empire, and was granted parole, then (once his service record was thoroughly examined), amnesty, and released as a general civilian.

    Living modestly on his family's savings, Oba-Diah had a hard time finding work in New Republic Space, even though he had offers from various planets and groups (The Corporate Sector Authority actively tried to recruit him, but Oba-Diah saw them as being no better than the Empire).

    Not finding much in the way of employment to his liking, Oba-Diah bided his time. Then one day, he got word from a former subordinate that a new mercenary/security outfit was setting up on Tirahnn. Initially "not interested," Oba-Diah nonetheless did some basic research into what was publicly known of this new outfit, and slowly came to think that this just might be what he was looking for.

    Travelling to Tirahnn, he surprised one (former) Colonel Ash DuQuennes at his apartment with an unannounced visit, to personally see first-hand what this new outfit was like; he always believed "personalities" were more important than mere hardware.

    In spite of their disparate service records, they had two things in common which helped to "break the ice" between them: both are Core Worlders, and from well-off families. Well, they also had one more thing in common: a certain battle, in which the Dirty Thieves swiped two freighters right out of a convoy he was escorting. When Captain Oba-Diah moved to intercept the Dirty Thieve's Assault Force with his Strike-class cruiser, a certain squadron of Y-Wings, led by a certain (former) Rebel Alliance Starfighter Commander, had given him and his ship a very rough time, indeed. To Oba-Diah's and his ship's credit, they gave back almost as good as they got.

    Calm, rational, mild mannered, analytical and deliberate, courteous by inclination and upbringing, Oba-Diah brings much more to the FireFly "Table" than mere capital ship command experience.
    Last edited by Ash DuQuennes; 28 February 2015 at 03:57 PM.
    A. DuQuennes

    I am the one you warned me of.

  11. #11
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default FireFly: Structure, and Daily Routine

    FireFly Security Services, Inc., currently has at its disposal two Corellian Engineering Corporation CR90 Corvettes, 24 Koensayr BTL-S7 Y-wing II Attack Fighters, and 12 Incom T65C-A2 X-Wing Fighters. The fighters are factory-stock, but have been through Triahnn City Spaceport's Ship Yard for a thorough overhaul and reconditioning, with assistance from both FireFly techs and factory engineering and technical representatives from both Koensayr and Incom.

    There's a very good possibility in the near future of adding a second squadron of X-Wings, and Ash still has contacts in the New Republic Defense Force's Logistics Command for acquiring more retired Y-Wings. It is under serious consideration to add some additional capital ships as well, with the "head shed" (actually, Commodore Oba-Diah Gracus) seriously contemplating the Corellian Engineering Corporation's DP20 "Gunship."

    The Ground Force consists of a 102-man* Company. The Company is four, twenty four-man platoons, of four, six-man squads, of two, three-man Teams, plus a headquarters squad consisting of the CO, XO, 1SG, and three enlisted that act as Company Admin NCO, Logistics NCO, and Unit Armorer NCO.

    A twenty-four man platoon is led by one Lieutenant Platoon Leader (also Squad Leader, 1st Squad) and one Platoon Sergeant (also Squad Leader, 3rd Squad). The two Heavy Weapons Teams per platoon are split between 1st and 3rd Squads.

    The standard armaments for the Ground Forces consists of BlasTech E-11 rifles for everyone except the heavy weapons gunners, who get BlasTech T-21 light repeating blasters. When deployed for shipboard duty, the heavy weapons teams trade out their T-21s for Merr-Sonn Deck Sweeper Stun Blasters.

    Team and Squad Leaders are additionally issued a BlasTech DL-44 heavy blaster pistol; heavy weapons gunners are also issued one as well, as a "back up."

    Additional weapons include a vibrodagger (can attach to rifle as a bayonet) and, when on Security Patrol duties, a stun baton. Other equipment includes a Tracker Utility Vest, stuffed with various items like glow rods (can attach to rifle), medpacks, shock cloth, spare power packs for the various weapons, grappling spike launcher (can attach to rifle) and two extra liquid cable dispenser cartridges, two standard fragmentation grenades, two standard stun grenades, magnacuffs, A99 aqua breather, Roamer-6 breath mask, and replacement air cartridges and filters, and field ration packs.

    Team and Squad Leaders are issued basic model macrobinoculars; several leaders (and many troopers) have purchased their own electro- or macrobinoculars.

    Protective gear is a the Karflo Corporation Thinsuit (sans air supply), an Ayelixe/Krongbing Textile's Shipsuit, under a standard blast vest and helmet, all individually fitted to each trooper for best fit. Communications (this is actually pretty standard for all FireFly personnel) is provided by a military-grade secure comlink, which comes in the form of a hands-free headset that can be comfortably worn underneath protective head gear, such as helmets. The encryption is fairly good (DC 35).

    There is always one platoon detailed to FireFly internal security: one squad assigned to each of the two Corvettes, one squad assigned to the headquarters office, and one squad to the hangar. There is additionally a platoon detailed as a "reaction team" to Tirahnn City Spaceport Security. These duties rotate on a weekly basis.

    This leaves two platoons in reserve for training, maintenance, and whatever details 1SG Rade Tavers needs doing.

    The Starfighter Contingent, aka "Fighter Force," aka "FightFor," consists of twelve X-Wing pilots, twenty four Y-Wing pilots, and twenty four Y-Wing gunners. Each ship has a dedicated R2-series astromech. The astromechs, being purchased as surplus from the New Republic, were all "wiped" before sale. FireFly has been working their ships, crews, and droids pretty rigorously to not only "shake down" the organic components, but to also get the astromechs familiarized with their assigned ships.

    The fighter squadron consists of three, four-ship flights, of two, two-ship elements. The astromechs handle all routine maintenance for their assigned ships. Additionally, each flight has a dedicated technician to assist, when necessary, and each squadron has a dedicated Lead Technician, as well, for a four-man tech-team per squadron.

    There is an additional twenty four R5 astromechs (suitably reprogrammed), assigned in pairs to the squadron techs to assist them.

    The standard "day uniform" for the Starfighter contingent is the Karflo Corp. Thinsuit under a set of AK/T Shipsuit coveralls, with a utility belt to hold various things. When on actual flight operations, pilots and gunners wear the Thinsuit under a padded flight suit. These have been individually fitted to each pilot and gunner to reduce encumbrance to a minimum. Over that is a Tracker Utility Vest, also stuffed with various goodies, but of a different sort than the Ground Force types.

    Standard personal armament for the pilots and gunners is a BlasTech DL-18 blaster pistol, and a BlasTech E-11 blaster rifle. Each fighter has a small stowage compartment in the cockpit to securely hold the rifle out of the way of flight operations. The technician contingent will also be issued a pistol and rifle when actually deployed "in the field," but for normal, day-to-day operations in the hangar, they do not typically go armed.

    The astromechs have been modified, as well; they have been retrofitted with sufficient tool arms to have an entire tool kit at their disposal (MasterCraft +1). The R2 units have also been fitted with every type of optical sensor and sensor-enhancement option available from Industrial Automaton, to allow the astromechs to ably assist their crew with visual scanning for threats. Finally, all the astromechs have been fitted with droid vocabulators, allowing them to speak Basic. This obviates the need for additional protocol droids, just to act as interpreters for all the astromechs.

    FireFly is contracted to the planetary constabulary (customs enforcement) to provide two flights of fighters per eight-hour work shift. The "head shed" (Ash, actually, with Oba's enthusiastic approval) uses this time to conduct rigorous training of the flight crews.

    The Ship Contingent, aka "Ship Force," aka "ShipFor," currently comprises two modified CEC Corvettes, named No More Mr. Nice Guy, and Screw Loose. Their capabilities are as follows:


    Craft: No More Mr. Nice Guy, and Screw Loose (modified CR90 Corvettes)
    Class: Capital
    Crew: 64 (Generally "Elite," +12 skill (generic), +8/+3 attack)
    Size: Large
    Initiative: +3 (-1 Size, +4 crew)
    Hyperdrive: x2 (x10 backup)
    Maneuver: +15 (-1 size, +12 crew, +4 ship)
    Passengers: 68 (see capsule)
    Cargo Capacity: 1,500 tons
    Consumables: 3 months
    Defense: 19 (-1 size, +10 armor)
    Shield Points: 200 (DR 40)
    Hull Points: 300 (DR 40)
    Cost: 2,685,500 Cr.
    Maximum Speed In Space: Attack (7 squares/action)
    Atmospheric Speed: 950 km/h (16 squares/action)

    Sensors:
    Passive: 40/+2
    Scan: 80/+4
    Search: 100/+6
    Focus: 5/+8

    Weapon: Heavy Double Turbolasers (4); Fire Arc: 4 turrets (All); Attack Bonus: +15/+15/+10 (-1 size, +10 crew, +6 fire control); Damage: 4d10x5; Range Modifiers: PB 0, S -2, M -4, L -6

    Weapon: Quad Laser Cannons (4); Fire Arc: 4 partial turrets (1 front/left, 1 front/right, 1 rear/left, 1 rear/right); Attack Bonus: +17/+17/+17/+12 (-1 size, +10 crew, +8 fire control); Damage: 6d10x2; Range Modifiers: PB 0, S -2, M/L n/a

    Weapon: Tractor Beam Projectors (2); Fire Arc: 2 partial turrets (1 front/right, 1 front/left); Attack Bonus: +13 (-1 size, +10 crew, +4 fire control); Damage: Special; Range Modifiers: PB 0, S -2, M/L n/a

    Additional Equipment:

    Hypertransceiver

    Two Plasma Punch Boarding Devices (at the port and starboard airlocks)

    Lots of Remote Sentry Blasters (+6 Attack, 3d8 damage, Defense 7, DR 5, 5 WP), specifically six each in the lateral corridors just outside the port and starboard airlocks (3 per side of the corridor), six more in the longitudinal access corridor off of the lateral airlock corridor (at the crew area end of the corridor, facing back towards the airlock corridor), and six each guarding every access point to the command pod.

    Blast Doors (DR 15, 720 WP) at the airlock and crew area ends of the longitudinal access corridor off of the lateral airlock corridor, and at each access point to the command pod.

    Surveillance Cameras, at strategic locations (corridors).

    Amenities such as “Executive Suites” “Conference Rooms,” and “Executive Lounges” have been removed for quarters for troops, an expanded medical bay, and an armory.

    "68 passengers" is a bit misleading. The ship's life support can sustain 200 people without undue burden. So while the typical ship's complement of 134, the life support system can accomodate an additional 68 people. Where there might be room for said people on the already cramped ships is another matter entirely. But packing/stacking the cargo deck, mess deck, crew lounges, etc., they may conceiavbly fit, if they don't mind a bit of crowding.
    CR90 Officers & Crew break-down is as follows:


    Officers:
    (1) CO
    (1) XO/1st Officer
    (1) Ops. Off/2nd Off.
    (1) Chief Medical Officer (+ 2ea. 2-1B Droids)
    3 Astrogation
    3 Engineering
    6 Helm
    3 Operations
    3 Medical (Warrant Officer/PA's)

    18 (22) total

    Enlisted:
    18 Engineering
    18 Operations
    6 Medical

    42 Total

    Per Watch:
    2 Helm (2 officers)
    1 Astro (1 officer)
    7 Engineering (1 officer/6 enlisted)
    7 Operations (1 officer/6 enlisted)
    3 Medical (1 officer/2 enlisted)

    20 Crew per Watch, + 1 Command Officer (Co/XO/2nd Officer)

    64 Crew per ship (incl CO & XO)
    +16 Gunners per ship (2/TL [8], 2/TB [4], 1/QG [4])
    +51-54 Troops (48 "shooters," +/- 2 HQ Teams)

    134 possible per ship
    FireFly currently operates out of two facilities: the main office, and the hangar. The main office is composed of two sections: the "front office," where the "head shed" has their repsective offices, and the warehouse area, which has been converted into the Ground Forces "Day Room" and the company canteen.

    The "Day Room" consists of the locker/shower rooms for the Ground Force, a lounge area, and the FireFly armory.

    The hangar is large enough to hold a fighter squadron (but that's a bit "tight"), or one of the Corvettes. In reality, it'll hold about eight fighters with sufficient room to actually work on them. The hangar also includes the maintenance offices, workshops, and parts store room, as well as the pilot's locker room, simulator room (eight simulators; four X-Wing and four Y-Wing), and a general lounge area for the pilots, gunners, and techs. It also houses the FireFly General Engineering Offices. The offices are modular, and tend to be vertically stacked to take adantage of the tall, roomy structure, and maximize "floor space."

    The hangar is outfitted with an overhead lift, for moving or lifting heavier objects; it can pick up a Y-Wing with no trouble. There are also two retractable gantries, evenly spaced about 1/3 the length of the hangar, that cross the width of the hangar on the second level of offices, which is actually about the third level of the hangar. They are wide enough to safely pass two normal-sized beings. The gantries must be retracted to fit one of the Corvettes.

    The main office is located a few hundred meters outside of the Spaceport's General Cargo Gate, and the hangar is located about 500 meters inside the same gate. Firefly's code cylinders are keyed to Spaceport Security for rapid transit through the secured gate.

    There are six Ubrikkian Superhaul Model II Cargo Skiffs that FireFly uses to move people, parts, and cargo around quickly, as well as four Aratech Arrow-23 general purpose ground speeders.



    *The use of the term "man" is purely generic. There are numerous non-humans and female personnel in not only the Ground Force Contingent, but in FireFly overall.
    Last edited by Ash DuQuennes; 23 August 2014 at 03:08 PM.
    A. DuQuennes

    I am the one you warned me of.

  12. #12
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default Your terms are...unacceptable. Try this, instead...

    Name: Skawn'Han
    Species: Twi'lek Male
    Age: 42
    Height: 6'1" / 185.4 cm
    Weight: 165 lbs / 75 Kg
    Skin Color: Blue
    Eye Color: Yellow
    Hair: N/A
    Homeworld: Ryloth



    Skawn'Han: Adult Male Twi'lek, Soldier 4/Noble 4/Scoundrel 4/Diplomat 3; Init +1 (+1 Dex); Def 18 (+1 Dex, +5 Class, +2 Misc); Spd 10m; VP/WP 100/12; Atk +11/+6/+1 melee (1d4, crit 20, punch), +11/+6/+1 melee (2d4+2, Vibrodagger [Mastercraft +2]), +11/+6/+1 melee (2d6+2, Vibroblade [Mastercraft +2]), +12/+7/+2 ranged (3d8, crit 19-20, BlasTech DL-44 (FireFly)); SQ +1 bonus on attack and damage rolls with ranged weapons, for targets with 10m., Coordinate +1, Favor +4, Illicit barter, Inspire Confidence, Low-light vision, Lucky (1/day), Noble bonus class skill (Spot), Precise Attack +1, Resource Access; SV Fort +9, Ref +9, Will +14; SZ M; FP: 5; Rep: +7; Str 10, Dex 12, Con 12, Int 16, Wis 17, Cha 16.

    Equipment: A/KT Shipsuit x2, All-Temperature cloak [Mastercraft +2] (+2 to Fortitude saves made to resist severe weather), Blank DataCards (for DataPad, 10) x2, BlasTech DL-44 (FireFly), Code Cylinder, Comlink [Military Grade] (Hands Free. Encryption DC 35.), Credit Chip, DataPad [Mastercraft +1] (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Electrobinoculars [Mastercraft +2], Glow rod, Grappling Spike Launcher, Handheld Computer (mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal, Mastercraft +2], Holorecorder [Mastercraft +1], Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Liquid Cable Dispenser x2, Medpac, Private Computer (mastercraft +2) (+6 Computer Use Checks), Recording rod, Spacer's Chest, 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), Vennoc-x Chronometer [Mastercraft +2], Vibroblade [Mastercraft +2], Vibrodagger [Mastercraft +2]

    Skills: Appraise +15, Balance +1, Bluff +16, Climb 0, Computer Use +10, Craft +3, Demolitions +10, Diplomacy +20, Entertain +3, Escape Artist +1, Forgery +3, Gamble +3, Gather Information +17, Hide +1, Intimidate +10, Jump 0, Knowledge (Alien species) +10, Knowledge (Bureaucracy) +10, Knowledge (Business) +10, Knowledge (Cultures) +10, Knowledge (Politics) +10, Listen +10, Move Silently +1, Pilot +8, Read/Write Huttese, Read/Write Ryl, Search +10, Sense Motive +19, Sleight of Hand +8, Speak Basic, Speak Devanronese, Speak Huttese, Speak Lekku, Speak Ryl, Spot +14, Survival +3, Swim 0, Treat Injury +10

    Feats: Alertness, Aristocrat's Honor, Armor Proficiency (light), Contact, Defensive Martial Arts, Influence, Iron Will, Martial Arts, Persuasive, Point Blank Shot, Quick Draw, Sharp-eyed, Skeptical, Skill Emphasis (Diplomacy, Gather Information), Trustworthy, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

    Physical Description: Blue skinned, yellow eyed, and lean.


    Background and Personality: Skawn was born and raised in Kala'uun, one of the most famous cities on Ryloth. As such, he is steeped in traditional Twi'lek mores and traditions. His family had garnered enough support and power to form a five-member "head-clan" over one of the city's smaller districts, when the chief member of the head clan choked to death on a piece of meat at a dinner. As such, the other four members (including Skawn) were exiled to the Bright Lands.

    The young, canny Twi'lek decided that "feudal meritocracy" wasn't perhaps the best form of government to be had.

    Moving Coreward from job-to-job, Skawn hooked up with the Rebel Alliance almost by chance; it was also nearly the very premature end of his life. Working for a small but surprisingly affluent firm on Tatooine, Skawn knew something was "funny" about the firm's accounting. Doing some discrete (or so he thought!) forensic accounting on his own, what he in fact discovered was a money-laundering operation supplying nearby Rebel cells with untraceable cash.

    He was taken into custody, and held pending orders from "higher." The local cell leader was all in favor of dropping him in the Pit of Carkoon and being done with him. Instead, local Alliance Command sent a pair of investigators out to see what was going on.

    This team, Zylo Byxby and Anamiika Nelprin, was selected because they had designed the security around the money laundering operation, and they wanted to meet the dirty, rotten, so-and-so who had bested their security measures.

    "Interviewing" the captive Twi'lek (interrogation would be too harsh a term to describe the debriefing the mostly cooperative Twi'lek endured), Zylo and Ana were increasingly impressed. Cautiously sounding Skawn out as to his motives, intention, loyalties, etc., Zylo surprised the Twi'lek with a job-offer of sorts: go to a Rebel prison world and work in a factory, or join his team.

    Skawn jumped at the opportunity. While it's true he broke the security of the money-laundering operation, it wasn't done easily, and he was interested in the minds that could concoct such measures. As a bonus, he added his unique business and accounting expertise in constructing a new layer of security around the Tatooine operation.

    Initially, he was not particularly interested in liberating the galaxy from the Empire; his loyalties were almost exclusively to Zylo and Anamiika. But as time passed, and the number of successful operation behind them grew, Skawn realized (to his own surprise) that he had come to value something beyond mere wealth or business acumen: respect.

    He was given a considerable amount of respect from his Alliance colleagues and superiors. People can talk all they want about daring fighter pilots, prestigious fleets of capital ships, and the Admirals and Captains who commanded them, and the brave and stalwart ground forces holding the line against the juggernaut Empire. These were all necessary things for defeating the Empire.

    But the money to buy the weapons, maintain them, fuel them, to feed and clothe and house the people, to establish hospitals to tend to the wounded, to build covert factories, or suborn existing ones, all these were obtained through the efforts of people like Zylo, Anamiika, and Skawn'Han.

    And Skawn realized that he was working in a true meritocracy. Few, if any, cared about his background; they cared about results. Ethical results, to be sure; the Alliance did adhere to a code of standards and conduct that separated them from the mere criminals and pirates the Empire's propaganda machine claimed they were.

    Shortly after the Battle of Yavin, Zylo was put in charge of a special operations group dubbed the "Dirty Thieves." Skawn leant his business accumen to that venture as well, but it was where he got a real introduction to covert field operations. It's also where he met a young Y-Wing squadron commander named Ash DuQuennes.

    The two of them initially didn't get along very well. Ash disdained stylus-necked "bean counters," And Skawn loathed brash, arrogant fighter-types who never once thought of what it cost to keep them flying about in their starships. As time passed, though, their attitude's changed, and a frindship slowly grew up between them. It wasn't that Ash didn't care about the necessary logistical work needed to keep him flying; it just wasn't his area of expertise, so he didn't expend much skull-sweat over it.

    And Skawn came to see first-hand the often suicidally reckless courage and bravery of the front-line fighters risking it all on an often slim chance to take a piece off of the Empire, for nothing more substantial that freedom, and justice, for all the galaxy's peoples.

    This, too, made a lasting impression on Skawn. And still informs certain attitudes of his to this very day.

    Skawn, like Zylo, never once stole from the Alliance or New Republic. But, if something not on a mission itinerary happened to "stick" while on a mission, well, one could hardly object, now, could they?

    Could they?

    So Skawn, like Zylo, amassed a small fortune while working for the Alliance and New Republic. And he invested it wisely, encouraging his comrade Zylo to do the same, providing him with the information to do so. Like most good schemes, he "hid" it in plain sight, declaring everything with a forthright honesty that diverted official suspicion and disapproval. If anyone got even remotely suspicious, all the funds traced back to Ryloth, and Skawn's extant accounts there. So, no harm, no foul.

    After Coruscant fell and the New Republic was firmly established there, Skawn, along with Zylo and Anamiika Byxby, went to work for Admiral Hiram Drayson. They were given various odd-jobs and assignments, but mostly taking over and continuing the search where the New Republic's Office of Asset Tracking would "hit a brick wall."

    Between Zylo's street smarts and penchant for OrgInt (organic intelligence), Anamiika's cryptographic and infosystems skills, and Skawn's business and accounting savvy, they often yielded surprising results for the New Republic.

    However, in recent years, things have been getting, well, weird in the New Republic. A different, more bureaucratic "tone" permeates the new, top leadership. Old hero's of the Rebellion are finding it more and more difficult to operate under increasingly obscure layers of bureaucracy, as well as administrative and political oversight.

    It's as though the very top levels of political leadership were almost paralyzed with indecision, or worse, wildly conflicting opinions as to what the New Republic should do to bring more worlds under their umbrella. The majority consensus is to be as non-threatening, and as non-expansionist as possible, without appearing weak and inviting attack.

    To this end, capable, experienced former Rebel combat officers were (are) being encouraged "out the door," while new, staid replacements are brought in. What this meant for the "Terrible Trio" (as Admiral Drayson calls them) was uncertain.

    But fate took a weird twist one day when an old friend from the Dirty Thieves days commed out-of-the-blue with a strange request...
    Last edited by Ash DuQuennes; 28 February 2015 at 03:57 PM.
    A. DuQuennes

    I am the one you warned me of.

  13. #13
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default Call me Ray...

    Name: Rade Halvern Tavers, aka "Ray"
    Species: Human Male
    Age: 48
    Height: 5'11.5" / 181.6 cm
    Weight: 187 lbs / 85 Kg
    Skin Color: White, freckled
    Eye Color: Hazel
    Hair: Auburn
    Homeworld: Rudrig


    Rade "Hal" Tavers: Adult Male Human, Soldier 6/Elite Trooper 6; Init +7 (+3 Dex, +4 Bonus); Def 21 (+3 Dex, +8 Class); Spd 10m; VP/WP 144/17; Atk +14/+9/+4 melee (1d4+2, crit 20, punch), +14/+9/+4 melee (1d4+4, Knife [Mastercraft +2]), +14/+9/+4 melee (2d4+4, Vibrodagger [Mastercraft +2]), +14/+9/+4 melee (2d6+4, Vibroblade [Mastercraft +2]), +15/+10/+5 ranged (3d8, crit 18-20, BlasTech E-11 (FireFly)), +15/+10/+5 ranged (3d8, crit 19-20, BlasTech DL-44 (FireFly)); SQ +1 bonus on attack and damage rolls with ranged weapons, for targets with 10m., +1 bonus to defense against a specific target., Increase a ranged weapons' range increment by one-half., Uncanny Dodge (Dex bonus to Defense); SV Fort +12, Ref +8, Will +7; SZ M; FP: 5; Rep: +5; Str 14, Dex 16, Con 14, Int 15, Wis 16, Cha 15.

    Equipment: A/KT Shipsuit x2, A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumberance cut in half), AK/T Camouflage Poncho (+5 Hide), AK/T Climbsuit (+2 Climb), AK/T Shadowsuit (+10 Hide, +10 Move Silently), All-Temperature cloak [Mastercraft +2] (+2 to Fortitude saves made to resist severe weather), Blank DataCards (for DataPad, 10), BlasTech DL-44 (FireFly), BlasTech E-11 (FireFly), Code Cylinder, Comlink [Military Grade] (Hands Free. Encryption DC 35.), Credit Chip, DataPad (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Electrobinoculars [Mastercraft +2], Glow rod x2, Grappling Spike Launcher x2, Handheld Computer (mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Knife [Mastercraft +2] x2, Liquid Cable Dispenser x6, Medpac x2, Recording rod, Spacer's Chest, Tool kit [Mastercraft +2] (+2 on appropriate Craft checks.), 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), Vennoc-x Chronometer [Mastercraft +2], Vibroblade [Mastercraft +2], Vibrodagger [Mastercraft +2]

    Skills: Appraise +2, Balance +3, Bluff +2, Climb +6, Computer Use +10, Craft (armor) +10, Craft (blaster pistols and rifles) +10, Craft +2, Demolitions +10, Diplomacy +2, Disguise +2, Entertain +2, Escape Artist +3, Gather Information +10, Hide +10, Intimidate +10, Jump +2, Knowledge (Bureaucracy) +10, Knowledge (Tactics) +10, Listen +11, Move Silently +10, Pilot +10, Read/Write Basic, Read/Write Trianii, Repair +16, Ride +3, Sense Motive +11, Speak Basic, Speak Trianii, Spot +11, Survival +3, Swim +4, Treat Injury +11

    Feats: Alertness, Armor Proficiency (heavy, light, medium), Athletic, Cosmopolitan (gather information), Dodge, Far Shot, Improved Initiative, Martial Arts, Point Blank Shot, Precise Shot, Quick Draw, Skeptical, Toughness, Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

    Physical Description: Average height, well-built, with white freckled skin, and thick, wavy auburn hair. As the true "old man" of the outfit, he should be slowing down a bit with age, but his soldierly life seems to keep him young.

    Background and Personality: Rade "Hal" Tavers was born and raised on a remote agro settlement on Rudrig, the Tion Hegemony's premier University World. Not for the lofty halls of higher learning was young Hal destined; oh no, spud and turnip farmers was what the Tavers were.

    If it was good enough great-grandpa Tavers, it was good enough for young Hal, according to his parents.

    Hal had zero interest in farming, instead enlisting in the local office of the planetary constabulary. His stalwart manner drew the attention of his superiors, where he was transferred to University Campus Security, then to Planetary Security, then onto the Tion's small Defense Force.

    Hal had a bit of the wanderlust in him, and he'd seen enough to know that the Tion was a relative backwater. Resigning from the Tion Defense Force, Hal took to travelling, bartering his soldierly skills against the opportunity to get out and see the galaxy. With a bit of caution, one could find decent paying, legitimate work. The kind that allowed a decent, honorable man to look himself in the mirror in the mornings. And that was the kind of work Hal went for.

    Hal bounced around for years doing this kind of work, and garnered a bit of a following: former soldiers who had worked for him tended to "show up" wherever he went, looking for work. And Hal picked the best of them (not necessarily the best shooters, or fiercest combatants, but the honorable, decent sorts who were good shots and tough combatants).

    It was thus that he found an ad for a new start-up on Tirahnn, and took passage to see if they would take him on. FireFly, and especialy the two Trianii that commanded their Ground Force, was impressed enough with to hire him on almost immediately.

    From FireFly's point-of-view, the quite pleasant surprise of hiring Hal was the almost three platoons of soldiers who showed up shortly after his being hired, seeking employment, for which First Sergeant Rade "Hal" Tavers personally vouched for their honor and integrity.

    Hal is the lynchpin of FireFly's Ground Forces. Shearran and Reakhas are more than capable commanders, but it is First Sergeant Rade "Hal" Tavers who has welded the Ground Force into a unified "whole." His demeanor matches the situation: he can be the calm, soothing voice of reason; the wise arbiter of conflicts; the voice-of-experience, offering practical solutions to sticky problems. Or he can be the ass-kicking, head-smashing Voice of God. In many cases, he is a "Father Figure" to many of the mercenary troops he brought on-board at FireFly.

    He quite often anticipates problems before they happen, taking smooth, unobtrusive measures to keep them from becoming actual problems. He does this like second nature, and few even realize (Reakhas has definitely noticed) what he's doing.

    Hal is mostly a cheerful, optimistic, industrious type, with an occasionally dark sense of "military" humor. "Idle hands are The Dark One's playthings, as me dear departed Ma would always say. I sense the need for a thorough cleaning of all the weapons in the Armory." While being averse to bawdy or rough language, he knows that he runs a group of "roughnecks," so he doesn't come down too hard on them when he hears it. On the other hand, when infuriated, he has been known to cuss with an effectiveness and inventiveness that lets him run for five minutes straight without ever reapeating himself once.

    His sole affectation is the thick "burr" dialect of Basic from the remote agro community he grew up in. When he so desires, he lets the dialect "thicken" until it is nearly incomprehensible. But when the fit-hits-the-shan, his burr backs way off to little more than a charming, but thoroughly comprehensible, accent.
    Last edited by Ash DuQuennes; 14 January 2017 at 02:03 AM.
    A. DuQuennes

    I am the one you warned me of.

  14. #14
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default We should break off, and regroup to asses the situation...

    Name: Gluk Koth
    Species: Zabrak Male
    Age: 36
    Height: 5'11" / 180.3 cm
    Weight: 170 lbs / 77 Kg
    Skin Color: Yellow Ochre
    Eye Color: Green
    Hair: Black
    Homeworld: Iridonia


    Gluk Koth: Adult Male Zabrak, Soldier 6/Starfighter Ace 6; Init +7 (+3 Dex, +4 Bonus); Def 23 (+3 Dex, +10 Class); Spd 10m; VP/WP 120/12; Atk +11/+6 melee (1d3+1, punch), +11/+6 melee (2d4+1, Vibrodagger), +11/+6 melee (2d6+1, Vibroblade), +13/+8 ranged (3d6, crit 19-20, BlasTech DL-18 (FireFly)), +13/+8 ranged (3d8, crit 18-20, BlasTech E-11 (FireFly)); SQ +1 dodge bonus to starfighter's defense against a specific target, Familiarity +3, Starfighter Defense, Starfighter Evasion; SV Fort +11, Ref +10, Will +9; SZ M; FP: 5; Rep: +5; Str 12, Dex 17, Con 12, Int 16, Wis 14, Cha 14.

    Equipment: A/KT Shipsuit x2, A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumberance cut in half), All-Temperature cloak [Mastercraft +1] (+2 to Fortitude saves made to resist severe weather), Blank DataCards (for DataPad, 10) x2, BlasTech DL-18 (FireFly), BlasTech E-11 (FireFly), Code Cylinder x2, Comlink [Military Grade] (Hands Free. Encryption DC 35.), Credit Chip, DataPad (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Electrobinoculars [Mastercraft +2], Flight suit [Padded, Modified] (Damage Reduction: 2, +2 Fortitude vs. Cold), Glow rod, Grappling Spike Launcher, Handheld Computer (mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Liquid Cable Dispenser x2, Medpac x2, Private Computer (mastercraft +1) (+5 Computer Use Checks), Spacer's Chest x2, Tool kit [Mastercraft +1] (+2 on appropriate Craft checks.), 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), Vennoc-x Chronometer [Mastercraft +2], Vibroblade, Vibrodagger


    Skills: Appraise+3, Astrogate +15, Balance +3, Bluff +10, Climb +1, Computer Use +15, Craft (starfighters) +10, Craft +3, Diplomacy +2, Disguise +2, Entertain +2, Escape Artist +3, Forgery +3, Gamble +2, Gather Info +2, Hide +3, Intimidate +10, Jump +1, Knowledge (Astronomy) +10, Knowledge (Tactics) +15, Knowledge (Technology) +10, Listen +4, Move Silently +3, Pilot +23, Read/Write Basic, Read/Write Zabrak, Repair +20, Ride +3, Search +3, Sense Motive +2, Speak Basic, Speak Zabrak, Spot +13, Survival +2, Swim +1, Treat Injury +5

    Feats: Alertness, Armor Proficiency (light), Gunner, Heroic Surge, Improved Initiative, Pinpoint Accuracy, Rapid Gunner, Skill Emphasis (Pilot), Spacer, Starship Dodge (starfighter), Starship Operation (starfighter), Starship Point Blank Shot (starfighter), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

    Physical Description: Average height, average build, with yellow-ochre skin, green eyes, and thick, striaght black hair, that he typically wears in a "top-knot.".

    Background and Personality: Gluk Koth was born and raised on Iridonia, and learned to fly at an early age, flying airspeeder transports for his family's surface freight-transport business. He's a quiter type, somewhat taciturn and intense, and often cautious in combat (especially as a leader), but not shy.

    Gluk joined the Rebel Alliance shortly after the Battle of Hoth, and joined Rogue Squadron after the Battle of Endor, but his tenure was short-lived; he didn't care for the often suicidal missions they were usually assigned. Gluk is no coward, by any stretch of the imagination, but definitely believes in "living to fight another day."

    Gluk never cared much for the minutia of datawork (and still doesn't), and has little inclination for the administrative "overhead" that comes with command responsibilities. His one tenure as a squadron XO was, for him, a miserable experience, and he only reluctantly accepted a squadron command assignment with the New Republic.

    Gluk was becoming increasingly disillusioned with the more staid "tone" creeping into the New Republic's forces, and was looking at retiring to return to the family business when he was contacted by recently-retired-and-budding-businessman Ash DuQuennes, and offered emplyoment as an X-Wing Squadron Commander in his new business, FireFly Security.

    Initially skeptical, Gluk nonethelesss travelled to Tirahnn to have a "look-see" at DuQuennes' setup, and was quietly impressed. Returning to Coruscant, he resigned his commission, and returned to Tirahnn to not only accept employment with FireFly, but to also "buy in" to the business, pledging his savings to the budding enterprise for a share of the (eventual, fervently hoped for) profits.

    And the really good news was that his assigned astromech was more than capable of handling his squadron's datawork; all he had to do was review and sign off on it!
    Last edited by Ash DuQuennes; 28 February 2015 at 03:58 PM.
    A. DuQuennes

    I am the one you warned me of.

  15. #15
    Registered User Ash DuQuennes's Avatar
    Join Date
    August 2000
    Location
    St. Louis, Missouri
    Posts
    1,406

    Default You're not right in the head, Ash. You do know that, yes? Just checking.

    Name: Bruck "Puck" Panib
    Species: Human Male
    Age: 34
    Height: 6" / 182.9 cm
    Weight: 180 lbs / 81.8 Kg
    Skin Color: Light Brown
    Eye Color: Hazel
    Hair: Blond
    Homeworld: Corellia



    Bruck Panib: Adult Male Human, Soldier 6/Starfighter Ace 6; Init +7 (+3 Dex, +4 Bonus); Def 23 (+3 Dex, +10 Class); Spd 10m; VP/WP 141/16; Atk +12/+7 melee (1d3+2, punch), +12/+7 melee (2d4+2, Vibrodagger), +12/+7 melee (2d6+2, Vibroblade), +13/+8 ranged (3d6, crit 19-20, BlasTech DL-18 (FireFly)), +13/+8 ranged (3d8, crit 18-20, BlasTech E-11 (FireFly)); SQ +1 dodge bonus to starfighter's defense against a specific target, Familiarity +3, Starfighter Defense, Starfighter Evasion; SV Fort +11, Ref +10, Will +6; SZ M; FP: 5; Rep: +5; Str 14, Dex 16, Con 16, Int 14, Wis 12, Cha 14.

    Equipment: A/KT Shipsuit x2, A/KT Tracker Utility Vest (Can carry up to 24 items of 1kg or less, encumberance cut in half), All-Temperature cloak [Mastercraft +1] (+2 to Fortitude saves made to resist severe weather), Blank DataCards (for DataPad, 10) x2, BlasTech DL-18 (FireFly), BlasTech E-11 (FireFly), Code Cylinder x2, Comlink [Military Grade] (Hands Free. Encryption DC 35.), Credit Chip, DataPad (+2 computer bonus on Intelligence checks relating to Computer Use checks involving downloading. With related datacards +2 bonus to Knowledge checks.), Electrobinoculars [Mastercraft +3], Flight suit [Padded, Modified] (Damage Reduction: 2, +2 Fortitude vs. Cold), Glow rod, Grappling Spike Launcher, Handheld Computer (mastercraft +2) (+6 Computer Use Checks), Holoprojector [Personal], Holorecorder, Karflo Corporation Thinsuit (FireFly) (+4 Fort Save vs. Extreme Heat and Cold) x2, Liquid Cable Dispenser x2, Medpac x2, Private Computer (mastercraft +2) (+6 Computer Use Checks), Spacer's Chest x2, Tool kit [Mastercraft +1] (+2 on appropriate Craft checks.), 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), Vennoc-x Chronometer [Mastercraft +2], Vibroblade, Vibrodagger

    Skills: Appraise +2, Astrogate +15, Balance +3, Bluff +10, Climb +2, Computer Use +15, Craft (starfighters) +10, Craft +2, Diplomacy +2, Disguise +2, Entertain +2, Escape Artist +3, Forgery +2, Gamble +2, Hide +3, Intimidate +5, Jump +2, Knowledge (Astronomy) +10, Knowledge (Bureaucracy) +10, Knowledge (Tactics) +10, Knowledge (Technology) +10, Listen +3, Move Silently +3, Pilot +23, Read/Write Basic, Repair +15, Ride +3, Search +2, Sense Motive +1, Speak Basic, Spot +18, Survival +1, Swim +2, Treat Injury +5

    Feats: Alertness, Armor Proficiency (light), Expert Gunner, Gunner, Improved Initiative, Pinpoint Accuracy, Quick Draw, Rapid Gunner, Skill Emphasis (Pilot), Spacer, Starship Dodge (starfighter), Starship Operation (starfighter), Starship Point Blank Shot (starfighter), Weapons Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

    Physical Description: Tall, well built, with short, spiky blond hair. He's starting to put some weight on "around the middle," but a sensible diet, coupled with "quality time" in the gym, with both Lietenant Reakhas' and 1SG Tavers' exercise regime, has it firmly in check.

    Background and Personality: Born and raised on Corellia, in the picturesque mountain-city of Bela Vistal, Puck's family was respectable middle-class, prospering on the tourist trade by flying hikers, campers, and mountain climbers to remote destinations. Puck honed his flying skills in the mountains around his home city, dashing through the twisting mountain canyons, with their unpredictable wind-shears.

    When he was of age, he applied for and was admitted to the Coronet Military Academy. Unfortunately for the gregarious, occasionally outspoken youth, he came to the attention of the Imperial Security Bureau, for "Treasonous Sentiments," and was quickly whisked away (before he completed his primary course of study) by Rebel Sympathizers on the Academy's staff before he could be arrested and imprisoned, or worse.

    Being handed off from one Rebel cell to the next (he was actually being carefully vetted), he eventually wound up at Yavin Base, and assigned to Blue Squadron as a Pilot Recruit while his pilot skills were being evaluated. Puck was almost washed out of the Pilot Recruit program, as his instructors thought that he wasn't "serious." And to their credit, they were partially right; Puck is rarely serious, at least outwardly, about much of anything.

    However, his piloting and gunnery scores told the tale, and he came to the attention of Jon "Dutch" Vander, Yavin Base's "Gold Leader." When Dutch approached Puck and offered him a slot in Gold Squadron, Puck jumped at it. He was immediately assigned as wingman to a short, somewhat mouthy Chandrilan named Ashford DuQuennes. Ash was a harsh task-master, brining his new charge along as quickly as he could, and he ran Puck ragged, to the point that Puck was about to knock the cocky shrimp's teeth right down his throat.

    What stayed his hand was that Ash had done, and was doing, everything that he had Puck doing; and having been through most of it already, was showing the younger pilot how to get the most out of the rigorous training in the shortest time possible. Of particular note was Ash's insistence on close crew integration with his "back-seater," and working hard with his astromech to ensure that everyone on his ship, organic and electronic, was fully trained and capable of contributing to any engagement that they should find themselves in.

    Resentment and dislike gave way to grudging respect at his harsh wingman. And, as Puck "came along" through the rigorous Gold Squadron training program, his often acerbic superior began to relax, and act like something approaching a human being towards his younger charge. This progressed over the following months until, one day, quite unexpectedly, they both realized that a mutual friendship and repsect had grown up between them.

    What finally cemented their life-long friendship was an incident that took place while they were both out on a supply run, referred to by the pilots that flew those missions as "Turnip Patrol."

    It started as a routine, boring mission, and was proceeeding peacefully, until a Carrack-class light cruiser dropped out of hyperspace almost right on top of the rendvous locus. Before he could even begin to process the unexpected situation, his boss and leader took off pell-mell right at the Imperial warship, firing proton torpedoes as fast as they could reload and he could pull the trigger.

    Puck was frozen in stunned incredulity for about five to ten seconds at his friend's sheer, brazen temerity, before he kicked his own ship's engines to life and reluctantly followed. He watched as Ash's torpedoes took down the light cruiser's shields, and in an instinctive flash of insight, realized that the quicket way to take the enemy ship out of the fight was to take out the bridge.

    Not having time to do a sensor scan and establish a torpedo lock on a particular segment of the light cruiser, he instead took a deep breath, relaxed, and took the most careful aim that he had yet taken in his young life, and loosed first one, and then a second, volley of proton torpedoes. Right at the ship's (notoriously large) bridge viewport.

    His concentration paid off; the light cruiser's crew was shaken, and its sensors scrambled, by Ash's hasty, insanely aggressive first pass. Puck's first torpedo volley critically weakened the tough (notoriously so) forward hull of the light cruiser; his second finished the job, and, to his horror, he had to actually dodge the flailing, dying bodies of the light cruiser's bridge crew as they were sucked into the pitiless vacuum of space.

    The loss of the ship's bridge and command crew threw the remaining crew into disarray, and both he and Ash aggressively pounded the light cruiser into so much scrap with repeated volleys of torpedoes, and passes with their Y-Wing's energy weapons, before finally breaking off their attack to allow the Turnip Patrol's freighters and shuttles to rescue the few remaining shaken, shattered crew from the Imperial warship.

    In the post-battle adrenaline bleed-off, Puck was almost ready to blow Ash right out of space. He angrily commed his superior (on a discrete channel, fortunately) and cursed him fluently for a minute straight, before finally demanding what the little frellin' ett'jumi thought he was doing.

    Ash's calm, concise, tactical analysis of the situation made its way past Puck's anger, turning it to near-awe in its calm, detailed, rationally analytical progression of the short battle that had just transpired.

    In an incredulos voice, he told Ash, "You. Are. Insane!"

    Ash's calm rejoinder: "Who won?"

    "You did."

    "No, Puck," that was the first time his superior had used his nickname, "we did." And that was that. Puck was Ash's constant wingman and trusted confidant for the rest of their career, progressing to Flight Leader, and Executive Officer, through numerous battles and campaigns for the Rebel Alliance and New Republic.

    Many an outside observer (incorrectly) think that Puck is little more than a mental light-weight, and straight man to Ash. They only see his often goofy, gregarious exterior. Puck learned tactical analysis and attack fighter tactics as well as Ash, and he's often Devil's Advocate and sounding board for Ash's ideas and battle plans.

    While the two of them think very much alike on matters tactical and such, Puck is no push-over; he will call Ash out if he thinks an idea or plan is wrong. And amongst those in the New Republic's Strafighter Corps who really know him, they know that when Puck get's serious, the dren is about to hit the rotary oscillator.

    For whoever he's about to line up in his ship's cross-hairs.

    When Ash finaly left New Republic service to start FireFly Security Services, Puck immediately resigned his commission, cashed out his life's savings, and followed his friend and mentor's lead in the new endeavor. It's telling that, of the many recently unemployed Y-Wing pilots and gunners who showed up to seek employment at FireFly, just as many of them were there because of Puck as they were for Ash.
    Last edited by Ash DuQuennes; 28 February 2015 at 03:59 PM.
    A. DuQuennes

    I am the one you warned me of.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •