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Post by UrbanBlue on Oct 1, 2007 17:21:01 GMT -5
Obi-Wan Kenobi (Young)
ABILITIES Int: 4 Str: 2 Agl: 3 Spd: 2 Dur: 3
ACTIONS Close Combat 6 (Agility and Weapon modifier) Lightsaber combat Use of Force while fighting.
Force Powers 5 (Intelligence bonus) -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 -Required for using lightsabers -Jedi Mind Trick -Empathy
General Knowledge 4 (Intelligence Bonus) Jedi Code The Force
Social Skills 3 Jedi Workings Snobbish at times
Vehicle Operation 5
MODIFIERS Reflexive Dodge +3 Mental Defense +2
EQUIPMENT Blue Lightsaber +4 armor penetrating. Energy Reflecting.
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Post by UrbanBlue on Oct 1, 2007 17:21:55 GMT -5
Um, just a quick question. Why don't any of them have empathy? That's a big part of the Jedi mind thing is empathy. I don't think there's a single Star Wars film that doesn't at some point have someone talking about sensing someone else's emotions. I always forget something
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Post by UrbanBlue on Oct 1, 2007 17:31:10 GMT -5
Obi-Wan Kenobi (Middle-Aged)
ABILITIES Int: 5 Str: 2 Agl: 3 Spd: 2 Dur: 3
ACTIONS Close Combat 7 (Intelligence and Weapon modifier) Lightsaber combat Soresu Elements of Shii-Cho Elements of Ataru Sokan Niman Jar’kai Use of Force while fighting.
Force Powers 7 (Intelligence bonus) -Force Awareness -Can be used to increase physical abilities -Telekinesis -Telepathy/control (cannot be used on anyone with intelligence over 5) -Limited projection -Telepathic Communication -Can't read minds. -Energy Absorption/Reflection -Required for using lightsabers -Jedi Mind Trick -Empathy -Dominate Mind -Force Push
General Knowledge 5 (Intelligence Bonus) Jedi Code The Force Alien Languages Persuasion
Social Skills 5 Jedi Workings Snobbish at times Sensible Commanding Troops
Leadership 5 Clone Wars General
Vehicle Operation 6 Dislikes flying, but is good at it
MODIFIERS Reflexive Dodge +2 Mental Defense +4
EQUIPMENT Blue Lightsaber +4 armor penetrating. Energy Reflecting.
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Post by UrbanBlue on Oct 1, 2007 17:33:33 GMT -5
Obi-Wan Kenobi (Old)
ABILITIES Int: 6 Str: 2 Agl: 1 Spd: 2 Dur: 2
ACTIONS Close Combat 6 (In regards to age) (Intelligence and Weapon modifier) Lightsaber combat Soresu Elements of Shii-Cho Elements of Ataru Sokan Niman Jar’kai Use of Force while fighting.
Force Powers 8 (Intelligence bonus) -Force Awareness -Can be used to increase physical abilities -Telekinesis -Telepathy/control (cannot be used on anyone with intelligence over 5) -Limited projection -Telepathic Communication -Can't read minds. -Energy Absorbtion/Reflection -Required for using lightsabers -Jedi Mind Trick (Speciality) -Empathy (Speciality)
General Knowledge 7 (Intelligence Bonus) Jedi Code The Force Tatooine History Alien Languages Persuasion
Social Skills 5 Jedi Workings Sensible Loner Teacher Alien Languages
Leadership 5 Clone Wars General
MODIFIERS Mental Defense +5
EQUIPMENT Blue Lightsaber +4 armor penetrating. Energy Reflecting.
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Post by UrbanBlue on Oct 1, 2007 17:53:05 GMT -5
OK guys, I have reached a dilemma
I would prefer to not have to do these guys twice, so maybe there should be a split between who becomes a Jedi and who remains without the Force.
Bao-Dur (Jedi?) Atton (50/50) Mira (I suggest Blaster) Handmaiden (I suggest Jedi)
What do you guys think?
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Post by Kaimontfendo on Oct 1, 2007 18:12:35 GMT -5
Handmaiden as a Jedi, definately!!
The others, I don't so much care about.
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Post by Manticore on Oct 1, 2007 22:04:12 GMT -5
Ah, KOTOR 2... so much potential, and yet it felt so unfinished.
Bao-Dur makes for an interesting Jedi because:
1) He needs to become a Jedi in order to be effective in battle. Before he becomes a Jedi he has very little defence.
2) However, he can't wear Jedi robes (and ordinary clothes suck) so I always equip him with powerful armour, which means that there are lots of force powers he just can't use. So he tends to end up with an eclectic set of force abilities.
3) Also, it can be tricky to decide when to make the change to Jedi, because when he becomes a Jedi Guardian he gets so few skill points.
I suggest you make Atton into a Jedi, mainly in order to distinguish him from Han Solo. They're both roguish scoundrels with hearts of gold, after all. Atton was modelled on Solo, anyway, except for his darker and edgier backstory.
Leave Mira as a tough, sassy bounty hunter, without Jedi powers. Most of what she does in the Exile's team is out of character for her, as explained by the plot later on. Being trained as a Jedi is never really an important part of her character.
It makes sense to make Disciple and Handmaiden into Jedi. It's a main part of their character arc.
Also... I too would be up for a good Star Wars game.
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Post by UrbanBlue on Oct 1, 2007 23:54:55 GMT -5
Ah, KOTOR 2... so much potential, and yet it felt so unfinished. Bao-Dur makes for an interesting Jedi because: 1) He needs to become a Jedi in order to be effective in battle. Before he becomes a Jedi he has very little defence. 2) However, he can't wear Jedi robes (and ordinary clothes suck) so I always equip him with powerful armour, which means that there are lots of force powers he just can't use. So he tends to end up with an eclectic set of force abilities. 3) Also, it can be tricky to decide when to make the change to Jedi, because when he becomes a Jedi Guardian he gets so few skill points. I suggest you make Atton into a Jedi, mainly in order to distinguish him from Han Solo. They're both roguish scoundrels with hearts of gold, after all. Atton was modelled on Solo, anyway, except for his darker and edgier backstory. Leave Mira as a tough, sassy bounty hunter, without Jedi powers. Most of what she does in the Exile's team is out of character for her, as explained by the plot later on. Being trained as a Jedi is never really an important part of her character. It makes sense to make Disciple and Handmaiden into Jedi. It's a main part of their character arc. Also... I too would be up for a good Star Wars game. That was the single greatest insight into a video game's characters I have ever heard. Alright, I'll give it a shot here.
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Post by UrbanBlue on Oct 1, 2007 23:59:41 GMT -5
Atton
ABILITIES Int: 2 Str: 2 Agl: 2 Spd: 2 Dur: 2 Energy: 9
ACTIONS Close Combat 4 (Agility or Weapon modifier) Lightsaber combat Echani Training Killing Jedi
Ranged Combat 5 Blasters
Force Powers 4 (Intelligence bonus) -Force Awareness -Can be used to increase physical abilities -Telekinesis -Limited projection -Telepathic Communication -Can't read minds. -Energy Absorbtion/Reflection -Required for using lightsabers -Jedi Mind Trick -Empathy
General Knowledge 4 (Intelligence Bonus) Underhanded Knowledge Spacer
Social Skills 5 Sarcasm Cynicism
Gambling 4 (Intelligence Modifier) Pazaak
Vehicle Operation 6 Ebon Hawk Various Spacecraft
MODIFIERS Energy Battery 1 Mental Defense +2 Reflexive Dodge +1 Quick Draw 2
EQUIPMENT Blue Short Lightsaber +3 armor penetrating. Energy Reflecting. Armor (does not restrict force powers) + 1 to defense Blaster Pistol +1
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Post by UrbanBlue on Oct 2, 2007 0:16:33 GMT -5
Brianna (Handmaiden)
ABILITIES Int: 2 Str: 3 Agl: 3 Spd: 3 Dur: 3
ACTIONS Close Combat 7 (Probably the best pure fighter in the game) (Agility or Weapon modifier) Lightsaber combat Echani Training
Force Powers 5 (Intelligence bonus) -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 -Required for using lightsabers -Jedi Mind Trick -Empathy
General Knowledge 4 (Intelligence Bonus) Knowledge of Atris Echani Knowledge Teaching Combat
Social Skills 3 Guarded Teaching Combat Echani Poetry
MODIFIERS Mental Defense +1 Reflexive Dodge +1 Toughness +2
EQUIPMENT Double-Bladed Green Lightsaber +5 armor penetrating. Energy Reflecting.
Handmaiden's Staff +2
Note: For those who disagree with the 3s in abilities, remember that she went through constant severe physical training, even practicing combat when on the Ebon Hawk throughout the adventure.
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Post by UrbanBlue on Oct 2, 2007 0:27:23 GMT -5
Bao-Dur
ABILITIES Int: 5 Str: 3/4 (cyborg arm) Agl: 2 Spd: 2 Dur: 3
ACTIONS Close Combat 5 (Strength or Weapon modifier) Lightsaber combat Cyborg arm Shattering Forcefields (See Modifiers)
Ranged Combat 2 (Weapon Modifier) Blasters
Force Powers 4 (Intelligence bonus) -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 -Required for using lightsabers -Jedi Mind Trick -Empathy
General Knowledge 5 (Intelligence Bonus) Droids Mandalorian Wars Mechanics Mass Shadow Generator
Social Skills 4 Mandalorian Wars Understanding Droids
Technology/Invention 7 (Intelligence Bonus) Droids Spacecraft Various Technpology Intuitive
MODIFIERS Toughness +2 Cyborg Arm adds +4 attack against forcefields
EQUIPMENT Blue Short Lightsaber +3 armor penetrating. Energy Reflecting.
Remote Droid [Int: 4 Str: 1 Agl: 1 Spd: 2 Dur: 4 Ranged Combat: 2: (Weapon Modifier) Technology 5: (Intelligence Modifier) Repairing Droids, Spot Welding. Toughness +1 Blaster + 1]
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Post by UrbanBlue on Oct 2, 2007 0:44:19 GMT -5
Mira
ABILITIES Int: 3 Str: 2 Agl: 3 Spd: 2 Dur: 2
ACTIONS Close Combat 4 (Agility or Weapon modifier) Various combat forms
Ranged Combat 6 (Weapon Modifier) Blasters Wrist Launcher
General Knowledge 4 (Intelligence Bonus) Underhanded Knowledge Bounty Hunter Culture
Social Skills 5 Bounty Hunter Pride Heart of Gold
Black Ops/Spying 5 Breaking in Demolitions
Hunting/Tracking 4
MODIFIERS Luck +1 Reflexive Dodge +2 Force Potential
EQUIPMENT Wrist Launcher (Str: 4 in launching grenades, darts) 5 Paralysis Darts +2 (If effective slows target by 1 speed for two turns) 3 wrist rockets +2 Armor +1 to defense
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Post by UrbanBlue on Oct 2, 2007 12:24:40 GMT -5
Visas Marr
ABILITIES Int: 4 Str: 2 Agl: 2 Spd: 2 Dur: 3
ACTIONS Close Combat 5 (Intelligence or Weapon Modifier) Lightsaber combat Use of Force while Fighting
Force Powers 6 (Intelligence Bonus) -Force Awareness -Can be used to increase physical abilities -Telekinesis -Telepathy/control (cannot be used on anyone with intelligence over 4) -Telepathic Communication -Can't read minds. -Required for using lightsabers -Force Choke (No longer uses) -Presciense -Empathy -Force Sight (Provides immunity to force persuasion. Allows player to see character's alignment, allows player to see through objects) -Force Camoflauge (Speciality)
General Knowledge 4 (Intelligence Bonus) Sith Code Knowledge of Darth Nihilus (her ex-master)
Social Skills 3 My Life for Yours Training in Force Sight
MODIFIERS Mental Defense +3 Reflexive Dodge+1 Toughness +1
EQUIPMENT Lightsaber (red) +4 Armor Penetration. Energy Reflection.
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Post by UrbanBlue on Oct 2, 2007 12:38:30 GMT -5
Kreia (Darth Traya)
ABILITIES Int: 6 Str: 1 Agl: 1 Spd: 2 Dur: 2
ACTIONS Close Combat 3 (Intelligence or Weapon Modifier) Lightsaber Combat
Force Powers 9 (Intelligence Bonus) -Force Awareness Can be used to increase physical abilities -Telekinesis -Telepathy/control (cannot be used on anyone with intelligence over 5) -Telepathic Communication -Can't read minds. -Required for using lightsabers -Force Choke -Death Field (absorption of health) -Presciense -Telekinetic Lightsaber Combat (speciality. Can combine with close combat) -Force Camoflauge -Force Sight (Provides immunity to force persuasion. Allows player to see character's alignment, allows player to see through objects) -Healing -Force Push -Force Lightning -Breath Control (Provides Immunity to Poisonous Gas. Costs 1 Stone Per Turn)
General Knowledge 6 (Intelligence Bonus) History of Revan and Malak Sith Code Jedi Code The Force Teaching Healing Betrayal
Social Skills 3 Bitterness Teaching of the Force
Concentration 5 (Intelligence Bonus)
MODIFIERS Toughness + 2 Mental Defense + 5
EQUIPMENT 3 Lightsabers (red) +4 Armor Penetration. Energy Reflection. (Can only use more than one if using telekinetic lightsaber combat)
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Post by UrbanBlue on Oct 2, 2007 12:46:37 GMT -5
Lando Calrissian
ABILITIES Int: 3 Str: 2 Agl: 2 Spd: 2 Dur: 2
ACTIONS Close Combat 3 (Strength modifier)
Ranged Combat 4 (Weapon Modifier) Various Blasters
Social Skills 5 Smuggler Talk Business Old Times Con-Artistry Sense of Humor Charm
General Knowledge 4 (Intelligence Bonus) Smuggler Knowledge Mining Knowledge of Gambling Conning
Vehicle Operation 5 Millennium Falcon
Gambling 6 (Intelligence Modifier) (Agility Modifier if cheating) Sabacc Various games of chance
Leadership 3
Business Skills: 4 (Intelligence Modifier) Shady Deals Mining Colony
MODIFIERS Reflexive Dodge +1 Targeting +2
EQUIPMENT Blaster Pistol +2
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