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Post by UrbanBlue on May 15, 2008 21:01:58 GMT -5
Here I am, back again.
More characters, races, and maybe even vehicles coming soon.
Going over every character I have so far with a fine-toothed comb to make sure the characters work well.
Feel free to contribute. Or complain.
Changes are in bold.
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Post by Kaimontfendo on May 16, 2008 2:02:18 GMT -5
D'oh!! I forgot to do a write-up for Jango Fett. I'll have to get to work on that right away.
...After I get my brother a birthday gift, visit my dad, update my campain, and finish characters for two other campaigns. Something tells me this could take a while.
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Post by UrbanBlue on May 16, 2008 3:03:43 GMT -5
OK, I've updated amost every writeup
As for the droideka, they are capable of putting 10 stones into their blasters.
Hmmm... I have to think about that.
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Post by turkish on Jun 11, 2008 22:18:58 GMT -5
For those who love the Sith, I took a second look at Darth Bane, due in part to a poster who said that he'd be superior in physical power to many others. He's been completely redone, so now he really fits the bill as one of the most powerful and influential Sith of them all. sweet! thanks!
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Post by UrbanBlue on Jun 22, 2008 20:50:30 GMT -5
Calo Nord
Int: 2 Str: 3 Agl: 3 Spd: 3 Dur: 3
ACTIONS Close Combat: 3 (Strength modifier) Hand-To-Hand
Ranged Combat: 6 (Weapon Modifier) Blasters
Hunting/Tracking: 5 Setting Ambushes Spotting Ambushes
Social Skills: 2 Threats
General Knowledge: 3 (Intelligence Bonus) Tracking
Leadership 3 Thugs
MODIFIERS Toughness +1 Targeting +2
EQUIPMENT Twin Mandalorian Blasters +2 Custom Made Body Armor +3
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Post by UrbanBlue on Jun 22, 2008 20:50:49 GMT -5
Davik Kang
Int: 3 Str: 2 Agl: 2 Spd: 2 Dur: 2
ACTIONS Close Combat: 2 (Strength modifier) Hand-To-Hand
Ranged Combat: 3 (Weapon Modifier) Blasters
Leadership: 5 Thugs
Social Skills: 5 Persuasion Illicit Deals
General Knowledge: 5 (Intelligence Bonus) Gang Leader Illicit Dealings Criminal Underworld
Vehicle Operation: 3 Ebon Hawk
MODIFIERS Wealth (5)
EQUIPMENT Body Armor +2 Blaster Pistol +1
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Post by UrbanBlue on Jun 22, 2008 20:51:05 GMT -5
Mandalorian
Int: 2 Str: 3 Agl: 3 Spd: 3 Dur: 3
ACTIONS Close Combat: 4 (Strength modifier) Hand-To-Hand
Ranged Combat: 4 (Weapon Modifier) Blasters Heavy Weaponry
Hunting/Tracking: 4 Spotting Ambushes
Black Ops: 4 Surveillance Sabotage
Technology: 4 (Intelligence Bonus) Droids Starships
Vehicle Operation: 4 Starships
MODIFIERS Toughness +1 Targeting +1
EQUIPMENT Mandalorian Blaster +2 Body Armor +2
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Post by UrbanBlue on Jun 23, 2008 0:23:12 GMT -5
Echani
Intelligence: 2 Strength: 2 Agility: 3 Speed: 2 Durability: 3
Actions: Close Combat: 5 (Agility Bonus) Communication through combat Hand-to-Hand Melee Weapons
Ranged Combat: 2 Light blasters
Leadership: 3
Social Skills: 3 Communication through combat Poetry
General Knowledge: 3 (Intelligence Bonus) Knowledge of Combat Culture
Modifiers: Reflexive Dodge +2
Equipment: Personal Shield +1 to Defense Sword +2 Staff +1
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Post by UrbanBlue on Jul 25, 2008 15:37:12 GMT -5
Thon
Intelligence: 6 (representing wisdom as well) Strength: 5 Agility: 2 Speed: 3 Durability: 4
Actions: Close Combat: 5 (Strength Bonus) Claws Biting Use of Force while fighting
Force Powers: 8 (Intelligence Bonus) -Prescience -Telepathy -Limited project/control (cannot be used on anyone with intelligence over 5) -Repair Minds -Telepathic Communication -Can't read minds. -Can be used to increase physical abilities -Energy Absorption/Reflection -Battle Meditation (Character is defenseless while using this, but it provides +2 to all ally's actions and -2 to all opponent's actions while it is being used. Costs 3 stones to start using and 2 stones per turn to continue.) -Empathy -Force Light (Detracts from a dark-sider’s force-powers) -Force Repulse
General Knowledge: 5 (Intelligence Bonus) Jedi Teachings Simple Life Jedi Code Teaching
Leadership: 3
Social Skills: 4 Simple Life Teaching Short Speeches (mostly)
Modifiers: Toughness +4 Mental Defense +5 Claws +2 Teeth +2
Equipment: Lightsaber +4 armor penetrating, energy reflection (Rarely Used)
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Post by UrbanBlue on Jul 25, 2008 15:59:04 GMT -5
To take a break from writing CADs for the various characters from the Star Wars universe, I thought I'd highlight some of the more unique force powers that require some explanation. As always, feedback is welcome.
Force Light: Used by lightsiders, this power allows Jedi to disrupt the darkside, so Sith and dark Jedi would become weaker, force ghosts could be destroyed, etc. The second part is obvious from the game’s standpoint, but the first part is a little trickier. Here’s an example of how I think it would work:
Hypothetical: Jedi Master Thon is confronted by a low-power Dark Jedi, and instead of fighting him in a direct confrontation, decides to disrupt his connection to the dark-side of the force, thus sparing bloodshed and possibly helping the man to see the light.
Actions:
Thon places all 12 of his stones into using force light to disrupt the Dark Jedi’s force abilities, leaving his tough skin to take the brunt of the man’s assault (if necessary).
The Dark Jedi places 5 stones into force lightning (Force Power of 5) to fry the Jedi Master.
Conclusion: The Dark Jedi’s defense cannot overcome Thon’s light, which passes his dark aura and does 10 stones of damage (situational modifier that the Dark Jedi is partially protected by his commitment to the darkness). The ten stones overcome the young man’s force abilities, disabling his attack this turn.
Notes for readers: OK, I think my idea is at least a start, but I’m uncertain as to how long the effects should last.
Also, what defense should darksiders have against this power (aside from energy defense, I suppose)? Part of it, I think, should be, as I noted, a situational modifier based upon how powerful the opponent is in the darkside (so Darth Sidious, for example, would be very hard to disrupt). ---------------------------------------------------------------------------------
Battle Meditation: This force power is used to debilitate the enemy’s will to fight while bolstering the will of their allies. It was also capable of allowing allies to work more cohesively. Both lightsiders and darksiders can use this ability. In a way, this functions as bad luck/ good luck with a little bit of leadership built in. However, unlike Good Luck/Bad Luck, a person using Battle Meditation must constantly put stones into the effort, and must forego defending themselves (except for natural toughness). Thus, it is usually a good idea to either be removed from the main battle or to have another person guard your back.
Notes to Readers: I am unsure as to the range of this power, but it is considerable (5 or 6, maybe?). -----------------------------------------------------------------------------------
Breath Control: Used to counteract poisons. Like Battle Meditation, stones must be put into the power constantly (1 for basic poisons).
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Post by UrbanBlue on Jul 25, 2008 21:23:18 GMT -5
Nomi Sunrider
Intelligence: 6 (representing wisdom as well) Strength: 2 Agility: 2 Speed: 2 Durability: 3 Energy:12
Actions: Close Combat: 5 (Strength Bonus or Weapon Modifier) Use of Force while fighting Lightsaber Combat
Force Powers: 7 (Intelligence Bonus) -Prescience -Telepathy -Limited project/control (cannot be used on anyone with intelligence over 5) -Repair Minds -Telepathic Communication -Can't read minds. -Can be used to increase physical abilities -Energy Absorption/Reflection -Battle Meditation (Character is defenseless while using this, but it provides +3 to all ally's actions and -3 to all opponent's actions while it is being used. Costs 3 stones to start using and 3 stones per turn to continue.) -Empathy -Stripping the Force from others
General Knowledge: 4 (Intelligence Bonus) Jedi Code Jedi Teachings
Social Skills: 2 Jedi Teachings
Modifiers: Energy Battery 1 Reflexive Dodge +2 Mental Defense +3
Equipment: Lightsaber +4 armor penetrating, energy reflection
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Post by UrbanBlue on Aug 2, 2008 1:19:24 GMT -5
RC-1207 “Sev”
Intelligence: 4 Strength: 3 Agility: 3 Speed: 3 Durability: 3
Actions: Close Combat: 3 (Strength Bonus) Hand-to-Hand Clone Training
Ranged Combat: 8 (Weapon Modifier) Sniper Rifles Blasters
Hunting/Tracking: 4 Spotting Ambushes
Black Ops: 4 Surveillance Sabotage Stealth
Technology: 4 (Intelligence Bonus)
Social Skills: 4 Dark Humor
General Knowledge: 4 (Intelligence Bonus) Clone Training Sniping
Modifiers: Toughness +1 Targeting +2
Equipment: DC-17m sniper rifle + 3 Katarn-Class Armor + 4 to defense. Hidden vibroblade in the knuckle +1. Filtration mask +1 against poison, Enhanced vision 5 infrared, low-light.
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Post by Kaimontfendo on Aug 2, 2008 2:21:51 GMT -5
I've got some beefs with that write-up of Sev. Most obvious, (at least to me) is that you forgot the armor's sensors. I don't remember at the moment if they're thermal imaging, or low-light, or just what exactly, but the armor does have them. (And there's room to argue that Katarn armor should be written up in stats as Powered Armor, but I wouldn't. That would just make things more complex than they should be, an it has almost nothing in common with Marvel's PA.)
Oh, and also, that Ranged Combat score seems a tad high. 8 is legendary. Not only that, it also sucks up a lot of his energy. May I suggest reducing his AN a few points, and giving him a level or two or Targeting?
EDIT: I've thought a little more about it, and Ranged Combat 8 might not be so bad. It allows him to split stones and still hit his targets, and it allows him to snipe pretty well, too. So what if it eats most of his energy? The point of sniping is to take one shot and make it count. And he doesn't have Targeting like Bullseye or Hawkeye, so he's still a bit below their "legendary" level.
Oh, and that armor seems like it might be a point high, but if the standard Clone Armor is +3, I could see the commandos wearing a slightly better armor.
Oh, and I've gotten a lot done on Jango's CAD, but I still need to do some fine tuning, and add a lot of his equipment.
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Post by UrbanBlue on Aug 2, 2008 3:25:57 GMT -5
I've got some beefs with that write-up of Sev. Most obvious, (at least to me) is that you forgot the armor's sensors. I don't remember at the moment if they're thermal imaging, or low-light, or just what exactly, but the armor does have them. (And there's room to argue that Katarn armor should be written up in stats as Powered Armor, but I wouldn't. That would just make things more complex than they should be, an it has almost nothing in common with Marvel's PA.) Oh, and also, that Ranged Combat score seems a tad high. 8 is legendary. Not only that, it also sucks up a lot of his energy. May I suggest reducing his AN a few points, and giving him a level or two or Targeting? Oh, and that armor seems like it might be a point high, but if the standard Clone Armor is +3, I could see the commandos wearing a slightly better armor. Oh, and I've gotten a lot done on Jango's CAD, but I still need to do some fine tuning, and add a lot of his equipment. Changes will be made, but, you know, that's part of writing CADs for pre-existing characters. Yeah, Jango would need to have a lot of equipment.
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Post by toxin on Aug 2, 2008 7:57:34 GMT -5
I've got some beefs with that write-up of Sev. Most obvious, (at least to me) is that you forgot the armor's sensors. I don't remember at the moment if they're thermal imaging, or low-light, or just what exactly, but the armor does have them. (And there's room to argue that Katarn armor should be written up in stats as Powered Armor, but I wouldn't. That would just make things more complex than they should be, an it has almost nothing in common with Marvel's PA.) Oh, and also, that Ranged Combat score seems a tad high. 8 is legendary. Not only that, it also sucks up a lot of his energy. May I suggest reducing his AN a few points, and giving him a level or two or Targeting? Oh, and that armor seems like it might be a point high, but if the standard Clone Armor is +3, I could see the commandos wearing a slightly better armor. Oh, and I've gotten a lot done on Jango's CAD, but I still need to do some fine tuning, and add a lot of his equipment. Changes will be made, but, you know, that's part of writing CADs for pre-existing characters. Yeah, Jango would need to have a lot of equipment. I voted a little bit of everything because you need characters like Jango Fett, which is what you're talking about, but also a minnor character like C-3PO. Of course, it's depending on what era you're in. There's the Old Republic era (Which is where Visas Marr got her username from), then there's the rest of them which I dont have time to look up the names on Wookieepedia
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