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Post by UrbanBlue on Sept 28, 2007 2:27:50 GMT -5
Darth Maul
ABILITIES Int: 3 Str: 3 Agl: 4 (due to the force) Spd: 3 Dur: 3 Energy: 15
ACTIONS Close Combat 7 (Agility and weapon modifier) Lightsaber combat Form VII Teräs Käsi Jar'Kai Use of Force while fighting Niman Martial Arts
Acrobatics 5 (Agility Bonus) Can be combined with close combat
Mastery of the Force 6 (More interested in physical parts of the Force) Force Choke Force Awareness Can be used to increase physical abilities -Telekinesis -Telepathy/control (cannot be used on anyone with intelligence over 3) -Limited projection -Telepathic Communication -Can't read minds. -Energy Absorbtion/Reflection -Force Choke -Elemental Force Blast (Lightning) -Drain Energy -Presciense
General Knowledge 4 (Intelligence Bonus) Sith Code The Force Lightsaber Construction Fighting
Repair: 4 (Intelligence Bonus) Mecha-deru Seeker Droids Bloodfin
Vehicle Operation 5 Sith Infiltrator Speeder Bike
Astrogation: 4
MODIFIERS Energy Battery 2 Reflexive Dodge +3 (He has dodged laser blasts) Mental Defense +1 Midi-Chlorians: 4
EQUIPMENT Double-Bladed Lightsaber (red) +5 to close combat. Armor Penetration. energy Reflection
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Post by thegoodson on Sept 28, 2007 10:09:14 GMT -5
Personally, I'd give the lightsaber a +5 at least, and Armor penetration.
Well, actually I believe that the lightsaber should de +10, as it cuts through everything and one hit is almost certain death. Or arm chopping. But a +10 would be kind of a gamebreaker, I think.
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Post by Spider-Man on Sept 28, 2007 14:21:52 GMT -5
My take on the lightsaber: A +5 CC mod with x3 damage and armor penetration even against things that nullify armor penetration.
Also, the force powers action:
Mastery of the Force (CL = AN + Options) Options: -Telekinesis (+2) -Telepathy --Limited project/control (+2) --Repair Minds (+1) (Light Side only) --Telepathic Communication (+1) --Can't read minds. -Substitute Mastery for Ability (+1 per ability) -Energy Absorbtion/Reflection (+5) --Can take a Requres Device to Use (Lightsaber) disadvantage for +3 instead of +5 -Discounted Intelligence Bonus (+2 instead of +5) -Light Side Powers (Must take Light Side specialty) --Healing (+2) --Force Blast (Non-Lethal) (+1) --Stun (+2) -Dark Side Powers (Must take Dark Side specialty) --Force Choke (+1) --Elemental Force Blast (Lightning) (+1) --Drain Energy (+2) -Special: Buy Prescience for 5 White Stones (Rather then 6)
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Post by Pope Mega Force on Sept 28, 2007 15:28:58 GMT -5
I just woke up from a nap so I'm a little groggy but keep this up. I've got a Jedi bounty in my Star Wars game and I need to figure out how to make him. Though I think that making Mastery of Force might be a bit much. Then again it might now. Don't take my word for it right now.
Edit: One thing I am positive of is that Energy Absorption/Reflection should be applied only to lightsabers. A jedi shouldn't actually have that. The lightsaber should. Also, telepathy should be seperate because their ability to control others isn't very powerful. It only affects the weak minded.
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Post by Brainstem on Sept 28, 2007 16:17:26 GMT -5
I'm not sure that lightsabers really need to be +5, armor pen, and x2 damage. I would reduce the modifier down to maybe +3 and keep the armor penetration, but leave it at that. They're powerful weapons, sure, but only when used by someone who knows what they're doing; otherwise, they're nothing more than big, clumsy cutting tools. Also, lightsabers have only cut through something when this was the desired intent. It's been shown many times in the films that lightsaber duelists also pull their blows and just inflinct flesh wounds. If anything, the loss of limbs is due more to a character putting more energy into CC than the lightsaber giving a higher bonus.
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Post by Scriptus on Sept 28, 2007 17:03:23 GMT -5
I like the +5 on the lightsaber. I even like the armor penetration but I don't by the idea that they are armor penetrating even against stuff that has the no armor penetration modifer. Even the Obi Wan and Qui Gon's light sabers took quiet a while to cut through the blast doors on the phantom menace.
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Post by UrbanBlue on Sept 28, 2007 17:08:29 GMT -5
I kept it at +5, removed the nullifies armor penetration, and kept 2x damage due to its double-bladed status.
A single lightsaber will probably be +4 with armor penetration and no 2x damage.
However, what do you guys think about the intelligence: I think 2 might be a tad low, but I'm unsure.
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Post by UrbanBlue on Sept 28, 2007 17:15:46 GMT -5
Han Solo
ABILITIES Int: 2 Str: 2 Agl: 2 Spd: 2 Dur: 3
ACTIONS Close Combat 3 (Strength modifier) Brawler
Ranged Combat 5 (Weapon Modifier) Various Blasters
Social Skills 5 Sarcasm Smuggler Talk Cynicism Dark Humor (You're going to die here too you know. Convenient.)
General Knowledge 5 (Intelligence Bonus) Smuggler Knowledge Been to a lot of strange places Seen a lot of strange things Working for the empire
Vehicle Operation 8 Millenium Falcon Various Spacecraft
Astrogation: 9
Gambling 6 (Intelligence Modifier) (Agility Modifier if cheating) Sabacc Various games of chance
Thieving 3 (Agility bonus) Self Explanatory
MODIFIERS Reflexive Dodge +1 Targeting +2 Good Luck +1 Fast Draw 3 Ambidextrous
EQUIPMENT DL-44 heavy blaster pistol +2
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Post by Brainstem on Sept 28, 2007 17:21:24 GMT -5
I would up his Vehicle Operation score. He's out-manuevered the Empire multiple times, and an AN of 5 seems a bit low for a task of that magnitude. Maybe add Ranged Combat, too?
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Post by UrbanBlue on Sept 28, 2007 17:24:42 GMT -5
I would up his Vehicle Operation score. He's out-manuevered the Empire multiple times, and an AN of 5 seems a bit low for a task of that magnitude. Maybe add Ranged Combat, too? Thanks. I have made the changes
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Post by thegoodson on Sept 28, 2007 17:52:00 GMT -5
Han is lacking Social Skills.
About the Telepathy, I think it should be stated that the 'jedi mind trick' does not affect people with Intelligence over 3.
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Post by UrbanBlue on Sept 28, 2007 18:02:03 GMT -5
Han is lacking Social Skills. About the Telepathy, I think it should be stated that the 'jedi mind trick' does not affect people with Intelligence over 3. Nice. Changes have been made
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Post by UrbanBlue on Sept 28, 2007 23:12:08 GMT -5
Canderous Ordo (Mandalore)
ABILITIES Int: 3 Str: 4 Agl: 2 Spd: 2 Dur: 4
ACTIONS Close Combat 4 (Strength Modifier) Mandalorian Training
Ranged Combat 6 (Weapon Modifier) Various Blasters Grenades
Social Skills 3 Intimidation Mandalorian Wars
Medical Healing: 4 Creation of stimulants only Strength Stimulants (+1 to Strength if basic, +2 if Hyper) Alacrity Stimulants (+1 to Speed if basic, +2 if Hyper Stamina Stimulants (+1 to Toughness if basic, +2 if Hyper) Battle Stimulant (+1 to Close Combat/ Targeting if basic, +2 if Hyper) (Stimulants last 2 panels if basic, 3 if Hyper)
Leadership: 5 Bringing together Mandalorian clans
MODIFIERS Healing Factor (cybernetic implant) -2 to people attempting to use jedi mind trick on him +2 Targeting Toughness +2 Mandalorian sense of honor
EQUIPMENT Heavy Blaster Rifle +3 Mandalore Armor +4 to defense. No armor penetration. No 2x damage.
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Post by UrbanBlue on Sept 28, 2007 23:36:07 GMT -5
Darth Sion
ABILITIES Int: 3 Str: 4 Agl: 2 Spd: 2 Dur: 4
ACTIONS Close Combat 6 (Strength or Weapon Modifier) Lightsaber combat Use of Force while Fighting Dun Möch
Ranged Combat 2 (Weapon Modifier) Throwing Lightsaber
Mastery of the Force 4 (That was not his speciality) Force Choke Force Awareness Can be used to increase physical abilities -Telekinesis -Telepathy/control (cannot be used on anyone with intelligence over 3) -Telepathic Communication -Can't read minds. -Force Choke -Death Field (absorption of health) -Presciense
General Knowledge 3 (Intelligence Bonus) History of Revan and Malak Sith Code Knowledge of Pain
Social Skills 3 Betrayal of Kreia Hatred Threats
MODIFIERS Toughness + 4 Functionally Immortal (Holds self together through force of will) Instant Healing Factor Mental Defense +1 Midi-Chlorians: 3
EQUIPMENT Lightsaber (red) +4 Armor Penetration. Energy Reflection.
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Post by Spider-Man on Sept 29, 2007 1:23:27 GMT -5
Edit: One thing I am positive of is that Energy Absorption/Reflection should be applied only to lightsabers. A jedi shouldn't actually have that. The lightsaber should. I was actually talking about the way that Master Yoda and Mace Windu could reflect Palpetine's Force Lightning in Episode III and Vader absorbed Han Solo's blaster shots into his hand in Episode V. Still, good point; a Lightsaber should definitely be able to reflect energy. Also, with Darth Sion, I'd give him an Instant Healing Factor as well.
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