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The Departed [OOC]: Recruitment and General Goofiness
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    Registered User Ash DuQuennes's Avatar
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    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
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    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
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    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
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    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
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    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.

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