View previous topic :: View next topic |
Author |
Message |
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Fri Nov 16, 2012 1:52 pm Post subject: Stats for Prequel Jedi & Sith |
|
|
Mace Windu
Type: Jedi Master
DEXTERITY 3D+2
Blaster 6D, brawling parry 9D+1, dodge 8D, lightsaber 13D, melee combat 8D+2, melee parry 9D, running 5D
KNOWLEDGE 3D+2
Alien species 7D, bureaucracy: Republic 7D+1, cultures 6D+2, intimidation 9D+2, languages 5D+1, law enforcement 6D+1, planetary systems 7D, planetary systems: Coruscant 8D, scholar: Jedi lore 10D+1, streetwise 5D, survival 6D, tactics 5D+1, willpower 11D
MECHANICAL 2D
Astrogation 6D, beast riding 4D, repulsorlift operation 5D, starfighter piloting 6D+2, starship gunnery 6D+2, starship shields 4D+1
PERCEPTION 3D+1
Bargain 5D, command 9D, command: Jedi 10D+2, con 6D, hide 7D, investigation 5D+2, persuasion 9D+1, search 6D, sneak 8D
STRENGTH 3D+1
Brawling 8D+1, climbing/jumping 7D+1, stamina 7D
TECHNICAL 2D
Computer programming/repair 5D+1, first aid 4D, lightsaber repair 6D+2
Special Abilities:
Force Skills: Control 12D+2, sense 13D, alter 10D+1
Force Powers (these are the known powers Windu possessed and it is believed that he had access to many other powers):
Control: Absorb/dissipate energy, accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, reduce injury, remain conscious, remove fatigue, resist stun
Sense: Combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: Injure/kill, telekinesis
Control and Sense: Farseeing, lightsaber combat, projective telepathy
Control and Alter: Accelerate another's healing, control another's pain, return another to consciousness
Control, Sense and Alter: Affect mind, enhanced coordination, Force harmony
Sense and Alter: Dim other's senses, lesser Force shield
This character is Force-sensitive.
Force Points: 33
Dark Side Points: 1
Character Points: 41
Move: 10
Equipment: Jedi robes, electrum coated lightsaber (5D).
Capsule: Mace Windu was one of two senior members of the Jedi Council, along with Master Yoda. Master Windu was famous for within the Jedi Order for his battle prowess, his forceful presence, and his calm wisdom.Though Yoda’s junior by hundreds of years, Mace Windu was considered his equal in terms of ability, insight and command.
His duties included acting as the Jedi Order’s liason to the Republic Senate, although his interaction with the office of the Supreme Chancellor had fallen off somewhat since the days of Finis Valorum’s term. He communicated well enough with Palpatine, though he generally interacted with of the the chancellor’s aides. Mace saw nothing unusual in this, since the Supreme Chancellor was a busy man, particularly while the Separatist movement threatened the security of the Republic.
Master Windu also led dangerous missions on which combat ability might be the deciding factor in a Jedi victory. Windu was recognized throughout the Order as the master of combat tactics, the Jedi Master who never cracked under pressure, even when the odds where overwhelmingly against him. One popular story in the Jedi Temple related how Master Windu was surrounded by a cadre of Gank killers–some of the galaxy’s most formidable warriors–all of whom had blasters drawn and pointed at him. Master Windu never drew his lightsaber. He only laid his hand on it, and one by one, looked into the eyes of his opponents. Finally, he said three words: “It’s your decision.” One after another, the Gank killers laid down their weapons and quietly surrendered. Windu understood that the best outcome of a battle is to win without striking a single blow–a clear lesson in the measured application of restraint.
Master Windu was also known within the Order for his unusual fighting style, one that he developed after studying the dueling styles of various lightsaber masters. His attacks consisted of relentless, unpredictable blows, like shots from an autoblaster. Master Windu himself remained perfectly balanced and centered. In the history of the Jedi Order, only two opponents ever overcame him in battle. One was Master Yoda, who some said was the Order’s true master of lightsaber combat. The other was former Master Dooku, whose own fighting style was archaic, yet stunningly effective.
Last edited by MegaFehr on Sun Nov 18, 2012 11:48 am; edited 3 times in total |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Fri Nov 16, 2012 1:56 pm Post subject: |
|
|
Qui-Gon Jinn
Type: Jedi Master
DEXTERITY 3D
Brawling parry 5D, dodge 6D, lightsaber 10D+1, melee combat 6D, melee parry 7D+2
KNOWLEDGE 3D+2
Alien species 8D+2, bureaucracy 5D, bureaucracy: Republic 6D, cultures 9D+1, intimidation 5D+2, languages 9D, planetary systems 10D, scholar: Jedi lore 9D+2, streetwise 5D+1, survival 6D+2, value 5D+2, willpower 10D
MECHANICAL 2D
Astrogation 5D+2, beast riding 4D, capital ship piloting 4D+1, repulsorlift operation 5D+2, space transports 6D
PERCEPTION 3D+2
Bargain 7D, command 8D+1, con 6D+1, gambling 4D+2, hide 6D, persuasion 7D+2, search 6D, sneak 7D
STRENGTH 3D
Brawling 5D, climbing/jumping 6D+2, stamina 6D+2
TECHNICAL 2D
Droid programming 4D, first aid 4D+1, lightsaber repair 7D, security 5D+1, space transports repair 3D+1
Special Abilities:
Force Skills: Control 10D+1, sense 13D+2, alter 9D+1
Force Powers (these are the known powers Jinn possessed and it is believed that he had access to many other powers):
Control: Absorb/dissipate energy, accelerate healing, concentrate, control pain, detoxify poison, emptiness, enhance attribute, hibernation trance, reduce energy, remain conscious, resist stun, short-term memory enhancement
Sense: Combat sense, danger sense, instinctive astrogation, life detection, life sense, magnify senses, receptive telepathy, sense Force, sense path
Alter: Injure/kill, telekinesis
Control and Sense: Farseeing, lightsaber combat, projective telepathy
Control and Alter: Accelerate another's healing, control another's pain, inflict pain, return another to consciousness, transfer Force
Control, Sense, and Alter: Affect mind, control mind, enhanced coordination, Force harmony
Sense and Alter: Dim other's senses
This character is Force-sensitive.
Force Points: 29
Character Points: 32
Move: 10
Equipment: Jedi robes, utility belt, lightsaber (5D), 20.000 Republic credits.
Capsule: One of the greatest Jedi living at the time of the Trade Federation embargo, Qui-Gon Jinn in nonetheless not a member of the Jedi Council. Though his strong affinity for the living Force makes him a shrewd and focused Jedi, it also makes him willful and independent–qualities which lessens his suitability for the more circumspect Jedi Council. His belief in the will of the Force, however, leads him to trust that, dispite his Council’s occasional disapproval, he is justified in his decisions and actions.
During his apprenticeship, Qui-Gon constantly frustrated his Master with periodic acts of reckless kindness. Still, Qui-Gon was a formidable lightsaber duelist–the best his Master had seen in 400 years of teaching–and has since fought in a variety of conflicts all over the galaxy, sometimes against odds that would have overwhelmed a lesser swordsman. Even so, Qui-Gon is acutely aware that even the Jedi Masters are not immortal, and hopes that he will accomplish something important and enduring before his life is over.
At present, his most important goal in life is preparing his apprentice, Obi-Wan Kenobi, for the trials of Jedi Knighthood. Although Obi-Wan is like a son to him, Qui-Gon is troubled by the knowledge that his last Padawan, Xanatos of Telos, abandoned his training to help his father, Govenor Crion, raise an army against their own people during a revolt. After Qui-Gon was forced to kill Crion, Xanatos rebelled and attacked his former Master, and though he was defeated, escaped–largely because Qui-Gon could not bring himself to kill his former student. Eventually, Qui-Gon managed to bring Xanatos to justice, with the aid of Obi-Wan Kenobi.
Now, at age 60, Qui-Gon Jinn is still a formidable figure, with craggy features and a penetrating gaze. He wears his long hair tied back (a neccessity to keep his peripheral vision clear), and dresses in traditional Jedi robes and a hooded cloak. His green-bladed lightsaber is built on an old-fashioned but rugged design, with multiple power cells in a scalloped grip–ensuring that when he needs it, his lightsaber will be ready. |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Fri Nov 16, 2012 2:09 pm Post subject: |
|
|
Darth Maul
Type: Sith Lord
DEXTERITY 4D
Brawling parry 6D+2, dodge 8D+2, lightsaber 12D+1, melee combat 9D+2, melee parry 10D, missile weapons 5D+1
KNOWLEDGE 2D
Alien species 5D+2, intimidation 7D, languages 5D, planetary systems 5D, scholar: Sith lore 9D+2, streetwise 7D, survival 7D+2, willpower 7D+1
MECHANICAL 3D
Astrogation 6D, repulsorlift operation 6D, repulsorlift operation: Sith speeder 7D+1, space transports 5D+2, space transports: Sith infiltrator 6D+2, starship gunnery 5D+1, starship shields 4D+2
PERCEPTION 3D
Hide 6D, investigation 6D, search 7D, sneak 8D
STRENGTH 4D
Brawling 7D, climbing/jumping 7D, stamina 8D
TECHNICAL 2D
Computer programming/repair 5D, droid programming 4D, droid repair 4D, first aid 4D+1, lightsaber repair 7D+2, repulsorlift repair 5D, security 6D, space transports repair 5D
Special Abilities:
Force Skills: Control 10D, sense 8D+2, alter 9D+1
Force Powers (these are the known powers Maul possessed and it is believed that he had access to many other powers):
Control: Absorb/dissipate energy, accelerate healing, concentrate, control pain, detoxify poison, enhance attribute, hibernation trance, reduce energy, remain conscious, resist stun
Sense: Combat sense, danger sense, instinctive astrogation, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: Injure/kill, telekinesis
Control and Sense: Farseeing, lightsaber combat, projective telepathy
Control and Alter: Feed on Dark Side, inflict pain
Control, Sense, and Alter: Affect mind, enhanced coordination, telekinetic kill
Sense and Alter: Dim other's senses
This character is Force-sensitive.
Force Points: 19
Dark Side Points: 13
Character Points: 22
Move: 10
Equipment: Double-bladed lightsaber (6D), hooded cloak, “Dark Eye” probe droids, comlink, macrobinolucars, Sith speeder, Sith infiltrator Scimitar.
Capsule:Darth Maul is the Dark Lord of the Sith, and the “Hand” of Darth Sidious, the Sith Master who trained him. Abducted as an infant before the Jedi Knights could detect his sensitivity to the Force, Maul was mercilessly indoctrinated into the mysteries of the ancient Sith, forced to become strong, tough, quick and clever–or die. He had no childhood. He was forged into a weapon, a tool for destruction, with no sense of fear or remorse. He was mercilessly punished for even the merest display of weakness. As a reward for learning his lessons well, he was trained even harder.
Once he had mastered eclectic fighting styles and become attuned to the living Force, Maul was abandoned by Darth Sidious on a remote Outer Rim planet. There, he was hunted day and night by a legion of assassin droids, forced to use every scrap of training merely to survive. When Maul had destroyed the last of his hunters, his Master returned, and challenged him to a duel. Finally overcome by exhaustion, frustration, and the taunts of his sadistic teacher, the young apprentice gave in to his anger, thus giving himself to the Dark Side. In that moment, he became Darth Maul, heir to the ancient traditions of the Sith.
Sidious returned with the new Dark Lord of the Sith to Coruscant, where he gave his student antique Sith holocrons loaded with blueprints for Sith weaponry, vehicles, droids, and most importantly, a double-bladed lightsaber. Darth Maul constructed all of them, then employed them to enforce the will of his Master, conducting secret missions of assassination and terror. But all the while he crushed resistance to his Master’s plans, he dreamed of one day facing the Jedi, of tearing down their temple, and of putting their senile leaders to the lightsaber. When Darth Sidious sent him to Tatooine to pursue Queen Amidala and he two Jedi bodyguards, Darth Maul rejoiced. At last, the Sith would make their return to glory–the two of them, against a legion of Jedi.
Darth Maul relishes the effect his fearsome appearance has on the weak. Darth Maul’s face is tattooed with aggressive patterns, in commemoration of Maul’s conversion to the dark side. Ordinary people are unsettled by the tattoos to say the least, and the rage burning in his feral yellow eyes is enough to send many sentient beings running for their lives. Darth Maul dresses all in black, and when he wears his voluminous cloak, his tattoos blend with the darkness of his hood, making his ghastly face appear to float in a pit of darkness.
Darth Maul carries the double-bladed lightsaber he constructed using his Master’s holocron schematics, but often uses it only as a single scarlet blade to lull his opponent into a false sense of efficacy. Countless opponents have had a fraction of a second to express their surprise when the “pommel” of the deadly weapon ignited in their faces. A very few have even seen the Sith Lord split the wepon into two separate blades, with which to more efficiently dispatch his foes. |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Fri Nov 16, 2012 2:19 pm Post subject: |
|
|
Count Dooku
Type: Sith Lord
DEXTERITY 3D
Blaster 4D, dodge 7D+1, lightsaber 14D+1, melee combat 8D, melee parry 7D+2
KNOWLEDGE 3D+2
Alien species 5D+1, bureaucracy 9D+1, business 5D+1, cultures 6D, intimidation 9D, languages 6D+2, scholar: Jedi lore 8D, scholar: Sith lore 5D+2, planetary systems 5D+2, tactics 4D+1, willpower 8D
MECHANICAL 2D+2
Repulsorlift operation 4D+1, space transports 5D
PERCEPTION 4D
Bargain 5D+2, command 10D, con 5D+2, persuasion 10D, search 5D+2
STRENGTH 2D+2
Brawling 5D, climbing/jumping 4D+2
TECHNICAL 2D
Computer programming/repair 3D+2, lightsaber repair 10D, securirty 3D+1
Special Abilities:
Force Skills: Control 12D, sense 12D, alter 11D
Force Powers (these are the known powers Dooku possessed and it is believed that he had access to many other powers):
Control: Absorb/dissipate energy, accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, rage, reduce injury, remain conscious, resist stun
Sense: Combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force, shift sense
Alter: Injure/kill, telekinesis
Control and Sense: Farseeing, lightsaber combat, projective telepathy
Control and Alter: Control another's pain, feed on dark side, Force lightning, inflict pain
Control, Sense and Alter: Affect mind, battle
meditation, control mind, telekinetic kill
Sense and Alter: Dim other's senses, Force wind
This character is Force-sensitive.
Force Points: 29
Dark Side Points: 12
Character Points: 31
Move: 10
Equipment: Cloak, lightsaber (5D), solar sailer, vast personal wealth.
Capsule: Count Dooku is the enigmatic and compelling leader of the Separatists. He is also Darth Tyranus, the apprentice of the Dark Lord Sidious. Powerful, skilled, and charismatic, Dooku gathers the secessionists into a Confederacy of Independent Systems–a political body separate from the corrupt and decaying Republic. A natural leader of uncommon vision, Count Dooku has enticed thousands of worlds away from the Republic with his professed dream of reshaping the galaxy and wiping away greed, bureaucracy, and inequity. Of all the Separatists, Dooku alone is the best suited for the task of forging a true and lasting political system–for of all the Seperatists, Dooku alone knows the will of the Force and how it can guide the Separatists to a new age of peace and prosperity.
Few people know that Dooku is a former Jedi Master. An accomplished philosopher, orator, and warrior, Dooku believes that one can draw from both sides of the Force equally–light and dark–to achieve perfect balance. So long as he is not tempted to one side or the other, he can stay the course and harness the kind of terrific power needed to change the galaxy. His apprehensive colleagues in the Jedi Order believe that no one can call upon the power of the dark side without being corrupted. Dooku assures himself that his keen mind, pure intent, and strong moral compass will see him safely through the perilous journey. Indeed, he suspects that the prophesied “one who would bring balance to the Force” is not the tow-headed child from Tatooine, but a seasoned philosopher–a man of sharp insight and solid character with the clarity to see the path to galatic enlightenment and the titanic willpower to walk it, and most important, the leadership to carry others along with him. Someone like himself.
To bring about true change, Dooku leaves the Jedi Order behind. Dooku’s departure shocks many of his counterparts; despite his radical views, he is a much-liked and respected Jedi Master who has personally trained some of the best Jedi Knights in the order, including Qui-Gon Jinn.
Dooku has reclaimed his hereditary title of count and the vast wealth that goes along with it. For the most part, Dooku has successfully vanished from the public eye. Shortly after his departure, Count Dooku meets the Dark Lord of the Sith, Darth Sidious. The loss of the Sith Lord’s former apprentice, Darth Maul, motivates Sidious to seek out a new apprentice. He needs a convert who already has a high degree of training. Dooku finds Sidious’s words compelling; he, too, believes that the Republic is rapidly being crushed under it’s own weight, and that a new order is needed.
In exchange for Dooku’s service, Sidious teaches the former Jedi Master about the dark side of the Force, and how Dooku can use it to bring about the positive changes they both envision for the galaxy. Dooku and Sidious need each other, and their views coincide perfectly. |
|
Back to top |
|
|
cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
|
Posted: Fri Nov 16, 2012 9:29 pm Post subject: |
|
|
Wanna help finish a dead fan sourcebook? _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Sun Nov 18, 2012 11:46 am Post subject: |
|
|
Ki-Adi-Mundi
Type: Jedi Knight
DEXTERITY 2D+2
Dodge 6D+2, lightsaber 8D+1, melee combat 4D+2, melee parry 6D
KNOWLEDGE 3D+1
Alien species 7D+2, bureaucracy 5D+1, cultures 5D, languages 4D+2, planetary systems 5D, scholar: Jedi lore 8D+1, streetwise: Outsider Citadel 5D+2, survial 7D, willpower 7D+2
MECHANICAL 3D
Archaic starship piloting 2D+2, beast riding: Arnyx 5D+1, repulsorlift operation 4D, space transports 5D, starship gunnery 5D+2
PERCEPTION 3D+2
Bargain 5D, investigation 7D, persuasion 7D+1, search 6D, sneak 6D+2
STRENGTH 2D+2
Brawling 5D+1, climbing/jumping 5D+1, stamina 6D
TECHNICAL 2D+2
First aid 4D+2, lightsaber repair 5D+2, securtiy 4D
Special Abilities:
Initiative Bonus: Cereans gain a +1D bonus to all initiative rolls.
Force Skills: Control 9D+2, sense 8D+1, alter 6D+1
Force Powers (these are the known powers Mundi possessed and it is believed that he had access to many other powers):
Control: Absorb/Dissipate energy, accelerate healing, concentration, control pain, detoxify poison, emptiness, enhance attribute, force of will, hibernation trance, reduce injury, remain conscious, resist stun, short-term memory enhancement
Sense: Beast languages, combat sense, danger sense, instincitive astrogation, life detection, life sense, magnify senses, postconition, receptive telepathy, sense force, sense force potential, sense path, shift sense, weather sense
Alter: Telekinesis
Control and Sense: Farseeing, lightsaber combat, projective telepathy
Control and Alter: Accelerate another's healing, control another's pain, control breathing, place another in hibernation trance, return another to consciousness, transfer Force
Control, Sense and Alter: Affect mind
Sense and Alter: Dim other's senses
This character is Force-sensitive.
Force Points: 16
Character Points: 22
Move: 11
Equipment: Lightsaber (5D), Jedi robes.
Capsule:Ki-Adi-Mundi was unusual among Jedi Knights in that his Cerean heritage demanded that he take not just one wife (rare enough among the Jedi Order), but several.
Consequently, Ki-Adi-Mundi spent most of his life on his homeworld of Cerea, helping to protect peace and justice and spending time with his wives and children.
Cerea at the time was in the midst of a cultural revolution. Offworld business concerns, eager to exploit Cerea’s protected natural resources, had been putting social and economic pressure on the planet by targeting Cerean adolescents with the temptations of technology–innovations Cerea accepted as necessities, but didn’t embrace. The offworlders made the issue one of progressive youth versus tradition-bound elders, and Cerea’s young adults took up the challenge.
Ki-Adi-Mundi at first chose to address the pro-technology movement with logic and reason, but when his lightsaber accidentally became the instrument of a young Cerean’s death, the Jedi Knight was rapidly drawn deeper into the situation. While attempting to locate a youth involved in the incident, Ki-Adi-Mundi discovered that his own daughter Sylvn was helping to shelter the boy from justice.
The instigators of the incident were aided by Ephant Mon, a Chevin gunrunner in league with Jabba the Hutt. When Ephant Mon fled to Tatooine with Sylvn, Ki-Adi-Mundi was forced to follow. He managed to rescue his daughter and even intercepted a shuttle carrying illegal cargo. Unfortunately, Ephant Mon escaped, and Ki-Adi-Mundi was unable to connect Jabba to the shipment.
His ability to focus on the greater good of the Republic while simultaneously rescuing his daughter led the Jedi Council to invite Ki-Adi-Mundi into their ranks as a temporary member. His first mission as a member of the Jedi Council whould be to investigate the possibility that a long-lost Jedi Master was hiding among the Sand People of Tatooine.
Last edited by MegaFehr on Sun Nov 18, 2012 12:03 pm; edited 1 time in total |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Sun Nov 18, 2012 11:47 am Post subject: |
|
|
cheshire wrote: | Wanna help finish a dead fan sourcebook? |
Nope |
|
Back to top |
|
|
Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
|
Posted: Sun Nov 18, 2012 11:53 am Post subject: |
|
|
cheshire wrote: | Wanna help finish a dead fan sourcebook? |
I might be willing/able to help in a limited capacity. (If its the project I'm thinking of, I've already done some stats that could prove useful.) What all do you still need help with? |
|
Back to top |
|
|
Nico_Davout Commander
Joined: 09 Feb 2009 Posts: 384 Location: Sevilla, Spain
|
Posted: Sun Nov 18, 2012 4:00 pm Post subject: |
|
|
MegaFehr wrote: | Ki-Adi-Mundi
Force Skills: Control 9D+2, sense 8D+1, alter 6D+1 |
Come on! A cleaner in the Jedi Council could have that stats, not the Jedi Knight often sitting with the Jedi council . _________________ Nico,
Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3. |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Sun Nov 18, 2012 4:27 pm Post subject: |
|
|
Nico_Davout wrote: | MegaFehr wrote: | Ki-Adi-Mundi
Force Skills: Control 9D+2, sense 8D+1, alter 6D+1 |
Come on! A cleaner in the Jedi Council could have that stats, not the Jedi Knight often sitting with the Jedi council . |
Sure he could |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Sun Nov 25, 2012 11:24 am Post subject: |
|
|
Obi-Wan Kenobi
Type: Jedi Padawan
DEXTERITY 3D
Blaster 5D, brawling parry 5D+1, dodge 5D+2, lightsaber 7D+2, melee combat 4D, melee parry 6D
KNOWLEDGE 3D+2
Alien species 5D+2, bureaucracy 4D+1, cultures 4D, languages 4D, planetary systems 5D, scholar: Jedi lore 6D+1, streetwise 5D
MECHANICAL 2D
Astrogation 4D, space transports 4D, starfighter piloting 2D+1, starship gunnery 3D, starship shields 4D
PERCEPTION 3D
Bargain 5D+2, command 6D, con 4D, hide 4D+1, search 5D, sneak 5D+1
STRENGTH 3D+1
Brawling 5D+1, climbing/jumping 5D, stamina 6D
TECHNICAL 3D
Droid programming 4D, droid repair 4D, first aid 5D, lightsaber repair 4D, security 4D+2
Special Abilities:
Force Skills: Control 6D+2, sense 5D+2, alter 4D+1
Control: Absorb/dissipate energy, accelerate healing, control pain, detoxify poison, enhance attribute, reduce energy, remain conscious, resist stun
Sense: Combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy
Alter: Injure/kill, telekinesis
Control and Sense: Lightsaber combat Control and Alter: Control another's pain, return another to consciousness
Control, Sense, and Alter: Affect mind, enhanced coordination
Sense and Alter: Dim other's senses
This character is Force-sensitive.
Force Points: 10
Character Points: 19
Move: 10
Equipment: Lightsaber (5D), Jedi robes, utility belt.
Capsule: Obi-Wan Kenobi is a Jedi apprentice on the verge of becoming a Jedi Knight. Resourceful and quick-witted, he is an excellent Padawan, gifted with a noble character and a remarkable commitment to the Jedi path. Perhaps this, more than his abilities, is what led the Jedi Master Qui-Gon Jinn to finally accept Obi-Wan as his student dispite his initial reluctance. Still, Obi-Wan has proven himself again and again, and Qui-Gon Jinn could not be more proud of his apprentice.
For a long time it appeared as though Qui-Gon would not take Obi-Wan as his Padawan. Marked for the Agricultural Corps to tend to sick crops after being passed over by a number of potential Jedi Masters, Obi-Wan was eventually given a chance to prove himself by dueling with other hopefuls. He defeated a rival student named Bruck, but was still passed over by Qui-Gon Jinn. In fact, Qui-Gon did not finally accept Obi-Wan as his Padawan until after the youth helped bring Qui-Gon’s previous apprentice–now a fallen Jedi–to justice.
Since that time, over the course of many exciting missions together, the relationship between Qui-Gon and Obi-Wan has become like that of father and son. By the time of the blockade over the planet of Naboo, Obi-Wan has learned nearly everything that his Master can teach him, though he is perhaps less aware of the living Force that Qui-Gon would prefer, lacking the kind of intuition and compassion that make the older Jedi a Master. As events unfold around Naboo, though, Qui-Gon becomes increasingly aware that his student is ready to become a Jedi Knight. |
|
Back to top |
|
|
Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
|
Posted: Sun Nov 25, 2012 8:02 pm Post subject: |
|
|
I have to disagree with one of the stats on Darth Maul; rather than simply having such a high Lightsaber stat, which he very well could, he should also have a high specialization in Double Bladed Lightsaber, which would also give him a bonus to his Melee Parry. |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sun Nov 25, 2012 8:32 pm Post subject: |
|
|
Jedi Skyler wrote: | I have to disagree with one of the stats on Darth Maul; rather than simply having such a high Lightsaber stat, which he very well could, he should also have a high specialization in Double Bladed Lightsaber, which would also give him a bonus to his Melee Parry. |
Actually, having a high score in Lightsaber is more accurate, as he seems equally proficient with a single-blade saber as with a double-blade (as seen in TPM when he engages Qui-Gon with the single blade on Tatooine, and on Naboo when he kicks Obi-wan down the shaft after Obi-wan had successfully chopped his double-saber in two). Also, since the RAW uses Lightsaber for both attack and defense (rather than separating it into Lightsaber and Lightsaber Parry), having a high Lightsaber would be more accurate than a bonus to Melee Parry. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
lurker Commander
Joined: 24 Oct 2012 Posts: 423 Location: Oklahoma
|
Posted: Sun Nov 25, 2012 11:05 pm Post subject: |
|
|
MegaFehr wrote: |
...
, though he is perhaps less aware of the living Force that Qui-Gon would prefer, lacking the kind of intuition and compassion that make the older Jedi a Master. As events unfold around Naboo, though, Qui-Gon becomes increasingly aware that his student is ready to become a Jedi Knight. |
What kind of force skills would one that is "aware of the living force" have ???
I just don't know which skills go with which type of Jedi ...
That said, MegaFehr great stuff !!!!
Where are you getting these ideas/conversions?
I said I'd help a little on the force book, and am a bit over my head. Luckily it is a minor foot note of Jedi philosophy (so if I muck it up, it won't destroy the whole book) but I would like to find good sources to work with. _________________ "And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors. |
|
Back to top |
|
|
Jerrod Owex Sub-Lieutenant
Joined: 26 Apr 2013 Posts: 56 Location: Iowa, USA
|
Posted: Fri May 03, 2013 1:18 am Post subject: |
|
|
MegaFehr wrote: | Qui-Gon Jinn |
He is my favorite, not sure why i just love Qui-Gon, lol. |
|
Back to top |
|
|
|