FTJ's Dark Age Sourcebook

Welcome to my latest project, set during the Republic dark age around the time of the Knight Errant stories or a generation or so prior. Herein you will find some stats and stories for original characters and vehicles. And if anyone would like to contribute stats for Kerra Holt or anyone/anything else from the period, please feel free! Also, any discussion or ideas about running a game during this period would be entirely appropriate.

I think of this era as being similar in some respects to the Rebellion era, but with more Jedi and Sith running around. When it comes to the character designs presented below, they're all RAW using PB 25, so they can be used in any game setting if you want to pluck them from their home and run them as NPC's. The ship designs are also RAW, or pretty darn close anyway. That means they're weaker and slower than movie era ships, but I think that's appropriate. I hope to stat some things like hammerhead cruisers using the rules in SotG, so they will conform to the style of other period ships, but I haven't tried my hand at that yet.

The ships I've statted below assume generic crews for ease of others' use, if desired. But if you want to see the personalized stats, I could post those too.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8

DRAMATIS PERSONAE

Neeko is a Rodian pilot and adventurer who was driven from his home when Rodia fell under the control of a succession of Sith Lords. He has since joined the fight against the Sith, lending his skills and his starship, the Galloping Gondar, to the cause of freedom and justice in the galaxy.

Taryn Daystar is a young Jedi who was recently knighted. The former apprentice of Boon Lau, she is a student of Form II lightsaber combat, and has also gotten an "on the job" education in diplomacy during her time as Master Lau's padawan. She has been tested by the dark side and emerged stronger in the Force, and is now one of Chancellor Lannawr's most trusted aides.

Neeko and Taryn stats:

Neeko               CL 10
Medium Rodian Scout 7/Soldier 2/Ace Pilot 1
Force 2 (daily)
Init +13; Senses low-light vision; Perception +6
Languages Basic, Huttese, Rodese
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Defenses Ref 27 (flat-footed 24), Fort 24, Will 21; Dodge
hp 91; Threshold 24
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Speed 6 squares
Melee unarmed +8 (1d4+6)
Ranged blaster pistol +10 (3d6+5) or
Ranged blaster pistol +8 (4d6+5) with Rapid Shot or
Ranged blaster pistol +8 (3d6+5) and blaster pistol +8 (3d6+5) with Dual Weapon Mastery or
Ranged blaster pistol +6 (4d6+5) and blaster pistol +6 (4d6+5) with Dual Weapon Mastery and Rapid Shot
Base Atk +7; Grp +10
Atk Options Blast Back, Comrades in Arms, Dual Weapon Mastery II, Rapid Shot
Special Actions Shake It Off
Starship Maneuvers Known (Pilot +18): angle deflector shields, snap roll
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Abilities Str 13, Dex 16, Con 14, Int 12, Wis 12, Cha 8
Special Qualities heightened awareness
Talents Blast BackRECG, Comrades in ArmsCWCG, Hyperspace SavantKotOR, Improved Stealth, Vehicle SneakKotOR, Vehicular Evasion
Feats A Few ManeuversTotG, Armor Proficiency (light), Dodge, Dual Weapon Mastery I, Dual Weapon Mastery II, Rapid Shot, Shake It Off, Skill Focus (Knowledge [galactic lore], Pilot, Survival), Starship TacticsSotG, Vehicular Combat, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance +12, Initiative +13, Knowledge (galactic lore) +16, Perception +6 (may reroll), Pilot +18 (may substitute for Use Computer to astrogate and operate sensors while piloting a vehicle), Stealth +13 (may reroll), Survival +16
Possessions blaster pistols (2), electrobinoculars, utility belt
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Event (exiled) — Neeko can plot a course for hyperspace travel in half the normal time (5 rounds).


Taryn Daystar               CL 12
Medium Human Jedi 6/Scoundrel 3/Melee Duelist 2/Jedi Knight 1
Force 3 (daily); Strong in the Force
Init +17; Senses Perception +13
Languages Basic, High Galactic
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Defenses Ref 28 (flat-footed 26), Fort 25, Will 26; Deflect
hp 100; Threshold 25
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Speed 6 squares
Melee lightsaber +16 (2d8+8) or
Melee lightsaber +14 (3d8+8) with Rapid Strike
Ranged by weapon +13
Base Atk +11; Grp +13
Atk Options Assured Attack, Cunning Attack, Dastardly Strike, Melee Defense, Point Blank Shot, Rapid Strike, Sentinel Strike
Special Actions master of movement (1/encounter), Trick Step
Force Powers Known (Use the Force +17): farseeing, Force slam, levitate, mind trick, pushing slash, surge
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Abilities Str 11, Dex 15, Con 12, Int 13, Wis 14, Cha 14
Talents Dastardly Strike, Deflect, Force Intuition, Greater Weapon Focus (lightsabers), Sentinel StrikeKotOR, Trick StepRECG, Weapon Specialization (lightsabers)
Feats Assured AttackRECG, Cunning AttacktFU, Force Sensitivity, Force Training (2), Melee Defense, Point Blank Shot, Rapid Strike, Skill Focus (Use the Force), Strong in the Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +13, Gather Information +13, Perception +13, Use the Force +17 (may substitute for Initiative)
Possessions lightsaber (self-built), utility belt, cybernetic left hand
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Occupation (politics) — Gather Information is always considered a class skill for Taryn, and she receives a +2 competence bonus to untrained Deception and Persuasion checks.



A4-19 (Ayfour) is a loyal and dependable utility droid. Neeko couldn't keep the Gondar flying without him.

A4-19 stats:

A4-19 (Ayfour)               CL 2
Small droid (2nd-degree) nonheroic 5
Force 1 (daily)
Init +3; Senses low-light vision; Perception +5
Languages Basic, Binary, 3 unassigned
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Defenses Ref 12 (flat-footed 11), Fort 9, Will 11
hp 15; Threshold 9
Immune droid traits
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Speed 6 squares
Melee electroshock probe +2 (1d8 ion)
Ranged by weapon +4
Base Atk +3; Grp -1
Special Actions Skill Challenge: Last Resort
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Abilities Str 9, Dex 12, Con —, Int 16, Wis 12, Cha 7
Feats Force Boon, Skill Challenge: Last Resort, Skill Focus (Knowledge [technology], Mechanics, Use Computer)
Skills Knowledge (technology) +15, Mechanics +15, Perception +5, Pilot +8, Stealth +8, Use Computer +15
Systems wheeled locomotion, magnetic feet, heuristic processor, 4 tool appendages, 1 claw appendage, 1 instrument appendage, internal storage (2 kg), improved sensor package, spring-loaded mechanism
Possessions circular saw, computer probe, electroshock probe, electric arc welder, fire extinguisher, holoprojector, holorecorder, internal comlink



Boon Lau is a noted scholar and Form IV master who has served as an advisor to the Jedi Council and various politicians in the Republic. He also trained Taryn Daystar as a Jedi Knight. (Note: Years ago on swrpgnetwork.com, someone posted an Aleena species write-up complete with a nice pic. I tried to copy the pose of that pic when doing this one, switching his attire to Jedi robes.)

Boon Lau stats:

Boon Lau               CL 10
Small Aleena Jedi 9/Jedi Knight 1
Force 5
Init +12; Senses Use the Force +17
Languages Aleena, Basic, High Galactic, Sith
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Defenses Ref 25 (flat-footed 23), Fort 22, Will 25; Deflect
hp 79; Threshold 22
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Speed 4 squares
Melee lightsaber +13 (2d6+9) or
Melee lightsaber +11 (3d6+9) with Rapid Strike or 
Melee lightsaber +15 (2d6+9, -5 Ref) with Flurry or
Melee lightsaber +13 (3d6+9, -5 Ref) with Flurry and Rapid Strike 
Ranged by weapon +11
Base Atk +10; Grp +7
Atk Options Flurry, Rapid Strike
Special Actions Consular's Vitality, quick energy, Redirect Shot, Skilled Advisor
Force Powers Known (Use the Force +17): battle strike, mind trick, move object (2), rebuke (2), surge, unhindered charge
Force Regimens awaken Force sensitivity, eyes of the Force, quiet the mind, training remote
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Abilities Str 8, Dex 14, Con 10, Int 15, Wis 16, Cha 14
Special Qualities nimble
Talents Ataru, Consular's VitalityCWCG, Deflect, Force Perception, Redirect Shot, Skilled Advisor
Feats FlurryKotOR, Force Regimen MasteryJATM, Force Sensitivity, Force Training (2), Rapid Strike, Skill Focus (Knowledge [galactic lore], Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +12 (may reroll), Initiative +12, Knowledge (galactic lore) +17, Use the Force +17 (may substitute for Perception)
Possessions small lightsaber (self-built), utility belt



Lord Hadda is a charismatic young Jedi leader who has been assigned as governor of one of the Jedi baronial sectors on the border of Republic space. Despite his youth, he has proven himself to be a capable battlefield commander, and he has attracted a number of followers to help him in his fight against the Sith. (I can't take credit for the pic on this one, but it was just too good to resist. )

Lord Hadda stats:

Lord Hadda               CL 11
Medium Cathar Soldier 3/Jedi 5/Jedi Knight 1/Officer 2
Force 5; Strong in the Force
Init +17; Senses Perception +6
Languages Basic, Catharese
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Defenses Ref 28 (flat-footed 26), Fort 24, Will 26; Block, Deflect
hp 94; Threshold 24
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Speed 6 squares
Melee lightsaber +14 (2d8+9)
Ranged by weapon +13
Base Atk +11; Grp +13
Atk Options Power Attack, reactive claw
Special Actions Assault Tactics, Battle Analysis
Force Powers Known (Use the Force +17): battle strike, disarming slash, inspire, surge
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Abilities Str 15, Dex 14, Con 12, Int 10, Wis 12, Cha 14
Special Qualities command cover +1, natural weapons, share talent (Assault Tactics)
Talents Armored Defense, Assault Tactics, Battle Analysis, Block, Deflect, Force Intuition, Improved Armored Defense
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training (2), Power Attack, Skill Focus (Knowledge [tactics], Use the Force), Strong in the Force, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Endurance +11, Knowledge (tactics) +15, Use the Force +17 (may substitute for Initiative)
Possessions lightsaber (self-built), ceremonial armor, utility belt



Lord Varix is the Caligula of Sith space. He believes himself to be an immortal god, the reincarnation of the mysterious Sith Emperor who invaded the Republic over two thousand years earlier. Though Varix is barely 20 years old, he has formidable powers of persuasion and mind control, but his personality is completely unpredictable. He's been known to hire both Wookie and Trandoshan mercenaries for the same battle, knowing full well they would just as likely attack each other as the enemy, just because he enjoys the chaos that would ensue.

Lord Varix stats:

Lord Varix               CL 10
Medium Human Noble 3/Jedi 4/Sith Apprentice 3
Force 5; Dark Side 14
Init +11; Senses Use the Force +18
Languages Basic, Dosh, Shyriiwook, Sith
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Defenses Ref 23 (flat-footed 22), Fort 23, Will 24
hp 73; Threshold 23
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Speed 6 squares
Melee lightsaber +13 (2d8+4) or
Melee lightsaber +12/+12 (2d8+4/2d8+4) with Double Attack
Ranged by weapon +10
Base Atk +9; Grp +10
Atk Options Desperate Gambit, Double Attack
Force Powers Known (Use the Force +18): farseeing, Force grip, Force lightning (2), levitate, mind trick, move object, vornskyr's ferocity (2)
Force Techniques Improved Force Lightning
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Abilities Str 9, Dex 12, Con 12, Int 13, Wis 14, Cha 16
Talents Force Perception, Multiattack Proficiency (lightsabers x2), Noble Fencing StyleKotOR, Presence, Visions
Feats Desperate GambitSaV, Double Attack (lightsabers), Force Sensitivity, Force Training (3), Linguist, Skill Focus (Persuasion, Use the Force), Weapon Proficiency (lightsabers, pistols, simple weapons)
Skills Acrobatics +11, Deception +13, Gather Information +13, Initiative +11, Knowledge (bureaucracy) +11, Knowledge (galactic lore) +11, Persuasion +18 (may intimidate as a standard action), Use the Force +18 (may substitute for Perception)
Possessions lightsaber (self-built)

ChainmailJedi's version

Lord Balradis is the father of Lord Varix, but he and his son could not be more different. Balradis is an imposing warrior and master of Djem So, and believes that he is the Sith Lord who will finally conquer Coruscant and impose order in the galaxy. His territory borders Mandalorian space, and he has occasionally used them as mercenaries, but is also highly distrustful of his sometime "allies".

Lord Balradis stats:

Lord Balradis               CL 12
Medium Human Jedi 1/Soldier 6/Gladiator 5
Force 5; Dark Side 13
Init +11; Senses Perception +7
Languages Basic, Mando'a
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Defenses Ref 26 (flat-footed 26), Fort 25, Will 24; Block
hp 102; Threshold 30
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Speed 6 squares
Melee lightsaber +17 (2d8+13) or
Melee lightsaber +12/+12 (2d8+13) with Double Attack
Ranged by weapon +12
Base Atk +12; Grp +15
Atk Options Brutal Attack, Devastating Attack, Distracting Attack, Double Attack, Power Attack
Special Actions Tough as Nails, unflinching (2/encounter), Unstoppable
Force Powers Known (Use the Force +12): falling avalanche, Force grip, move object (2), sarlacc sweep, surge
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Abilities Str 16, Dex 11, Con 13, Int 12, Wis 13, Cha 14
Talents Block, Brutal Attack (lightsabers), Devastating Attack (lightsabers), Distracting Attack, Melee Smash, Tough as Nails, Unstoppable
Feats Armor Proficiency (light), Double Attack (lightsabers), Force Sensitivity, Force Training (3), Improved Damage Threshold, Power Attack, Skill Focus (Knowledge [tactics]), Weapon Focus (lightsabers), Weapon Proficiency (advanced melee weapons, lightsabers, simple weapons)
Skills Endurance +12, Initiative +11, Knowledge (tactics) +17, Use the Force +12
Possessions lightsaber (self-built), cybernetic right arm

ChainmailJedi's version

Lord Balradis uses battle droids in his bid to conquer his neighbors. Below are stats for individual infantry droids and squads. (The pic was a concept sketch for the TPM battle droids, posted years ago on starwars.com)

Battle droid stats:

Balradis Battle Droid               CL 1
Medium droid (4th-degree) nonheroic 4
Init +3; Senses Perception +7
Languages Basic, Binary
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Defenses Ref 13 (flat-footed 12), Fort 10, Will 10
hp 14; Threshold 10
Immune droid traits
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Speed 6 squares
Melee unarmed +3 (1d3)
Ranged blaster carbine +4 (3d8)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +4
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Abilities Str 10, Dex 12, Con —, Int 9, Wis 10, Cha 8
Feats Armor Proficiency (light), Toughness, Weapon Proficiency (heavy weapons, rifles, simple weapons)
Skills Perception +7
Systems walking locomotion, 2 hand appendages, internal comlink, vocabulator, plasteel shell (+2 armor)
Possessions blaster carbine
Availability Military; Cost 1,700 credits

Battle Droid Squad               CL 3
Large droid (4th-degree) squad nonheroic 4
Init +3; Senses Perception +7
Languages Basic, Binary
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Defenses Ref 12 (flat-footed 11), Fort 10, Will 10
hp 28; Threshold 20
Immune droid traits
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Speed 6 squares
Melee unarmed +7 (1d3)
Ranged blaster carbine +8 (3d8, 1-square splash)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +8
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Abilities Str 10, Dex 12, Con —, Int 9, Wis 10, Cha 8
Special Qualities squad traits
Feats Armor Proficiency (light), Toughness, Weapon Proficiency (heavy weapons, rifles, simple weapons)
Skills Perception +7
Systems walking locomotion, 2 hand appendages, internal comlink, vocabulator, plasteel shell (+2 armor)
Possessions blaster carbine
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Squad Traits — The melee attack of a squad is an area attack that affects all squares within reach. The ranged attacks of a squad are considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or grappled.



The Black Knights are Lord Balradis' elite soldiers, minor Force sensitives who have undergone total cyborg conversion.

Black Knight stats:

Black Knights               CL 3
Medium Human (cyborg) nonheroic 10
Init +10; Senses low-light vision; Perception +7
Languages Basic
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Defenses Ref 18 (flat-footed 18), Fort 11, Will 10
hp 35; Threshold 11
Immune atmospheric and inhaled poison hazards
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Speed 6 squares
Melee lightsaber +9 (2d8+4)
Ranged by weapon +7
Base Atk +7; Grp +9
Atk Options Power Attack
Force Powers Known (Use the Force +4): dark rage (2)
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Abilities Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 9
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training (2), Power Attack, Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +10, Jump +7 (may reroll and keep the best result, may take 10 when distracted or threatened, may treat all jumps as running jumps), Perception +7, Use the Force +4
Systems improved sensor package, internal comlink, jump servos, 2 hand appendages
Possessions lightsaber, durasteel armor (+8 armor)

Black Knight Squad               CL 5
Large Human (cyborg) squad nonheroic 10
Init +10; Senses low-light vision; Perception +7
Languages Basic
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Defenses Ref 17 (flat-footed 17), Fort 11, Will 10
hp 70; Threshold 21
Immune atmospheric and inhaled poison hazards
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Speed 6 squares
Melee lightsaber +13 (2d8+4)
Ranged by weapon +11
Fighting Space 2x2; Reach 1 square
Base Atk +7; Grp +13
Atk Options Power Attack
Force Powers Known (Use the Force +4): dark rage (2)
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Abilities Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 9
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training (2), Power Attack, Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +10, Jump +7 (may reroll and keep the best result, may take 10 when distracted or threatened, may treat all jumps as running jumps), Perception +7, Use the Force +4
Systems improved sensor package, internal comlink, jump servos, 2 hand appendages
Possessions lightsaber, durasteel armor (+8 armor)
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Squad Traits — The melee attack of a squad is an area attack that affects all squares within reach. The ranged attacks of a squad are considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or grappled.


Randu the Hutt controls several lucrative operations in neutral territory between the northern Hydian Way and the Perlemian Trade Route, including Wolf Station. He primarily serves as a middle man, helping to facilitate deals between various Sith Lords, and between the Sith and neutral parties in the region. His dealings with Sith have taught him to be prepared for any kind of backstabbing, and his personal poisoner has repeatedly given him small doses of various poisons to help him build up an immunity. Randu believes in leaving nothing to chance.

Randu stats:

Randu the Hutt               CL 6
Large Hutt nonheroic 4/Noble 3/Crime Lord 2
Force 4
Init +2; Senses Perception +11
Languages Basic, Bothese, Gamorrean, Huttese
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Defenses Ref 15 (flat-footed 15), Fort 16, Will 21; Poison Resistance
hp 38; Threshold 21
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Speed 2 squares
Melee unarmed +8 (1d6+3)
Base Atk +7; Grp +13
Special Actions Indomitable Personality
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Abilities Str 13, Dex 6, Con 12, Int 14, Wis 14, Cha 16
Special Qualities command cover +1, Force resistance, supreme stability
Talents Connections, Inspire Fear I, Inspire Fear II, Wealth
Feats Expert Briber, Indomitable Personality, Poison Resistance, Skill Focus (Deception, Gather Information, Persuasion), Skill Training (Knowledge [bureaucracy], Perception), Weapon Proficiency (simple weapons)
Skills Deception +17, Gather Information +17, Knowledge (bureaucracy) +11, Perception +11, Persuasion +17 (may reroll and keep the best result)


Commissar Zaddo runs Wolf Station on behalf of his boss, Randu the Hutt. The station was originally built by the Republic on the edge of Mandalorian space, to keep an eye on Mandalorian movements and act as a deterrent against future aggression. But after the Republic pulled back its borders, Wolf Station became a haven for scum and villainy. Still, Zaddo is a genial enough fellow, and tries to run a "fair" station, at least by Hutt standards.

Zaddo stats:

Commissar Zaddo               CL 4
Small Toydarian Scoundrel 3/Noble 1
Force 4
Init +2; Senses Perception +9
Languages Basic, Huttese, Toydarian
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Defenses Ref 17 (flat-footed 17), Fort 13, Will 18
hp 24; Threshold 13
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Speed 4 squares, fly 6 squares
Melee unarmed +1 (1d3+1)
Ranged hold-out blaster pistol +2 (3d4+2)
Base Atk +2; Grp -3
Atk Options Point Blank Shot
Special Actions Knack (1/day), Lucky Stop (1/encounter)
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Abilities Str 8, Dex 10, Con 9, Int 12, Wis 14, Cha 12
Special Qualities Force resistance
Talents Connections, Knack, Lucky Stop
Feats Cut the Red Tape, Point Blank Shot, Silver Tongue, Skill Focus (Deception, Knowledge [bureaucracy]), Weapon Proficiency (pistols, simple weapons)
Skills Deception +13, Knowledge (bureaucracy) +13 (may substitute for Gather Information), Perception +9, Persuasion +8 (may use change attitute or intimidate as a standard action), Use Computer +8
Possessions hold-out blaster pistol, comlink, datapad


Supreme Chancellor Lannawr has the unenviable task of leading the Republic during these dark times. For decades, this contemplative Ithorian has been a respected diplomat both within and outside the Jedi Order, though his isolationist policies sometimes bring him into conflict with those in his own coalition who would rather take the fight to the Sith.

Lannawr stats:

Lannawr               CL 15
Medium Ithorian Noble 10/Jedi Knight 2/Jedi Master 3
Force 7
Init +10; Senses Use the Force +21
Languages Basic, Bocce, Durese, Gossam, High Galactic, Huttese, Ithorese, Muun, Shyriiwook
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Defenses Ref 31 (flat-footed 28), Fort 27, Will 33; Brilliant Defense, Predictive Defense
hp 62; Threshold 27
Immune fear effects
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Speed 6 squares
Melee lightsaber +14 (2d8+9)
Ranged by weapon +10
Base Atk +12; Grp +13
Atk Options bellow, Resolute Stance
Special Actions Bolster Ally, Demand Surrender, Force Readiness, serenity
Force Powers Known (Use the Force +21): farseeing, levitate, mind trick, move object (2), plant surge, rebuke (2)
Force Secrets Multitarget Power
Force Techniques Improved Plant Surge
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Abilities Str 12, Dex 7, Con 8, Int 16, Wis 17, Cha 18
Special Qualities iron will, survival instinct
Talents Bolster Ally, Connections, Demand Surrender, Force Perception, Force Treatment, Influential Friends, Presence, Visions
Feats Brilliant Defense, Force Readiness, Force Sensitivity, Force Training (2), Linguist, Predictive Defense, Resolute Stance, Skill Focus (Knowledge [bureaucracy, life sciences], Persuasion, Use the Force), Weapon Proficiency (lightsabers, pistols, simple weapons)
Skills Deception +16, Gather Information +16, Initiative +10, Knowledge (bureaucracy) +20, Knowledge (galactic lore) +15, Knowledge (life sciences) +20, Perception +15, Persuasion +21 (may use intimidate as a standard action), Survival +10 (may reroll), Use the Force +21 (may substitute for Perception and Treat Injury)
Possessions lightsaber (self-built), comlink, datapad


Morva Noor is a dark warrior and battlefield commander (and looks like Red She-Hulk ;) ). Her deadly hand-to-hand skills enhance her aggressive lightsaber style. Few survive an encounter with this merciless Sith acolyte.

Morva Noor stats:
Morva Noor               CL 11
Medium Zeltron Soldier 2/Jedi 6/Elite Trooper 3
Force 5; Dark Side 12
Init +16; Senses Perception +6
Languages Basic
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Defenses Ref 25 (flat-footed 23), Fort 27, Will 23; Block, Deflect, Martial Arts
hp 110; Threshold 27
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Speed 6 squares
Melee lightsaber +14 (2d8+9) or
Melee unarmed +13 (2d6+7) or
Melee lightsaber +14 (2d8+9) and unarmed +13 (2d6) with K'thri Training
Ranged by weapon +12
Base Atk +11; Grp +13
Atk Options Close-Quarters Fighter, Dual Weapon Mastery I, Flurry, K'thri Training, Power of the Dark Side
Special Actions Battle Analysis, delay damage (1/encounter)
Force Powers Known (Use the Force +12): dark rage, falling avalanche, move object, surge
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Abilities Str 14, Dex 13, Con 14, Int 10, Wis 12, Cha 14
Special Qualities DR 1, empathy, pheromones
Talents Battle Analysis, Block, Close-Quarters FighterCWCG, Deflect, Power of the Dark Side, Teräs Käsi BasicsTotG
Feats Armor Proficiency (light, medium), Dual Weapon Mastery I, FlurryKotOR, Force Sensitivity, Force Training (2), K'thri TrainingGaW, Martial Arts I, Skill Focus (Initiative), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Initiative +16, Knowledge (tactics) +10, Perception +6 (+8 to detect deception or influence), Persuasion +7 (+12 to change attitude with characters of other species), Use the Force +12
Possessions lightsaber (self-built), utility belt


Oleth Drun has been the blademaster at the Jedi Temple for 20 years. He first introduced a young Taryn to Makashi, though she adapted his teaching in her own unique way.

Oleth Drun stats:
Oleth Drun               CL 12
Medium Zabrak Jedi 8/Jedi Knight 3/Melee Duelist 1
Force 6
Init +13; Senses Perception +9
Languages Basic, Huttese, Shyriiwook, Zabrak
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Defenses Ref 29 (flat-footed 27), Fort 25, Will 28; Block, Deflect
hp 89; Threshold 25
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Speed 6 squares
Melee lightsaber +16 (2d8+8) or
Melee lightsaber +14 (3d8+8) with Rapid Strike or
Melee lightsaber +13/+13 (2d8+8/2d8+8) with Double Attack or
Melee lightsaber +11/+11 (3d8+8/3d8+8) with Double Attack and Rapid Strike
Ranged by weapon +14
Base Atk +12; Grp +14
Atk Options Combat Trance, Double Attack (lightsabers), Melee Defense, Rapid Strike, Single Weapon Flourish I
Special Actions Exposing Strike, Redirect Shot
Force Powers Known (Use the Force +17): assured strike, battle strike, circle of shelter, disarming slash, falling avalanche, Makashi riposte, surge (2)
Force Techniques Force Power Mastery (battle strike)
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Abilities Str 12, Dex 14, Con 11, Int 14, Wis 16, Cha 12
Special Qualities heightened awareness, superior defenses
Talents Block, Combat TranceJATM, Deflect, Exposing StrikeCWCG, Multiattack Proficiency (lightsabers), Redirect Shot, Single Weapon Flourish IKotOR
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Melee Defense, Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +13, Initiative +13, Knowledge (tactics) +13, Perception +9 (may reroll), Use the Force +17 (may take 10 when activating battle strike even if distracted or threatened)
Possessions lightsaber (self-built), utility belt
 
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
VESSELS

The Galloping Gondar
is a light transport that's certainly been around the block a few times. Its latest owner/captain is Neeko, who frequently uses it on missions into Sith space. (It's equipped with a disguised transponder for that purpose.)

Galloping Gondar stats for generic crew:

Galloping Gondar
Colossal light transport
Init -4; Senses Perception +6
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Defenses Ref 12 (flat-footed 12), Fort 26; +12 armor
hp 120; DR 15; SR 20; Threshold 76
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Speed fly 12 squares (max. velocity 800 km/h), fly 3 squares (starship scale)
Ranged double laser cannon +3 (see below)
Fighting Space 12x12 or 1 square (starship scale); Cover total
Base Atk +2; Grp +38
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Abilities Str 42, Dex 10, Con —, Int 12
Skills Init -4, Mechanics +6, Perception +6, Pilot -4, Use Computer +7
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Crew 2 (skilled); Passengers 6
Cargo 25 tons; Consumables 2 weeks; Carried Craft none
Hyperdrive x1.5, navicomputer

Double laser cannon (gunner)
Atk
+3, Dmg 5d10x2




The Venture-class Interceptor is a light starfighter of Nubian design, found in many border fleets including Lord Hadda's. Though lightly armed, it is hyperspace capable, enabling it to serve on escort duty as well as scouting missions into enemy territory.

Venture-class Starfighter stats for generic pilot:

Venture-class Interceptor
Huge starfighter
Init +11; Senses Perception +6
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Defenses Ref 18 (flat-footed 11), Fort 24; +3 armor
hp 90; DR 10; SR 15; Threshold 34
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Speed fly 16 squares (max. velocity 1,250 km/h), fly 5 squares (starship scale)
Ranged laser cannons +6 (see below)
Fighting Space 3x3 or 1 square (starship scale); Cover total
Base Atk +2; Grp +26
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Abilities Str 38, Dex 24, Con —, Int 14
Skills Initiative +11, Mechanics +6, Perception +6, Pilot +11, Use Computer +8
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Crew 1 (skilled); Passengers none
Cargo 50 kg; Consumables 2 days; Carried Craft none
Hyperdrive x3, 2-jump memory (limited navicomputer)

Laser cannons (pilot)
Atk
+6, Dmg 4d10x2




The Hammerhead-class Cruiser as commonly found in the Jedi/Republic fleets of this era. (I was able to get this fairly close to the official stats using the SotG rules, except there's just no way to get a large hangar bay into frigate-sized ship. So instead it just has a docking clamp.)

Hammerhead-class Cruiser stats:

Hammerhead-class Cruiser
Colossal (frigate) capital ship
Init -1; Senses Perception +6
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Defenses Ref 15 (flat-footed 12), Fort 62; +12 armor
hp 800; DR 15; SR 125; Threshold 162
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Speed fly 3 squares (starship scale)
Ranged 5 double light turbolaser batteries +13* (see below) and
     2 medium turbolaser batteries +13* (see below) and
     2 point-defense light laser cannon batteries +13 (see below) and
     1 tractor beam battery +9* (see below)
Fighting Space 1 square (starship scale); Cover total
Base Atk +2; Grp +79
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Abilities Str 114, Dex 16, Con —, Int 16
Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer +9
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Crew 300 (skilled); Passengers 300
Cargo 2,500 tons; Consumables 6 months; Carried Craft none
Hyperdrive x2 (backup x8), navicomputer
Availability Military; Cost 4.5 million credits
* Apply a -20 penalty against targets smaller than Colossal size

Double light turbolaser battery (5 gunners)
Atk +13 (-7 against targets smaller than Colossal), Dmg 4d10x5
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Medium turbolaser battery (5 gunners)
Atk +13 (-7 against targets smaller than Colossal), Dmg 5d10x5
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Point-defense laser cannon battery (5 gunners)
Atk +13 (+8 autofire), Dmg 3d10x2
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Tractor beam battery (3 gunners)
Atk +9 (-11 against targets smaller than Colossal), Dmg — (grapple +79)


Farfallan Gunships were elegant vessels crafted by the Bothan hybrids of the Farfalla system. Resembling old wooden sailing ships, these corvettes were effective blockade runners and small troop transports during waning years of the New Sith Wars.

Farfallan Gunship stats:

Farfallan Gunship
Colossal (frigate) blockade runner
Init +0; Senses Perception +6
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Defenses Ref 16 (flat-footed 12), Fort 60; +12 armor
hp 600; DR 15; SR 45; Threshold 160
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Speed fly 12 squares (max. velocity 900 km/h), fly 3 squares (starship scale)
Ranged 6 double turbolaser cannons +5* (see below) and
     2 double laser cannons +5 (see below)
Fighting Space 1 square (starship scale); Cover total
Base Atk +2; Grp +77
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Abilities Str 110, Dex 18, Con —, Int 16
Skills Initiative +0, Mechanics +6, Perception +6, Pilot +0, Use Computer +8
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Crew 60 (skilled); Passengers 300
Cargo 2,000 tons; Consumables 6 months; Carried Craft none
Hyperdrive x3 (backup x10), navicomputer
* Apply a -20 penalty against targets smaller than Colossal size

Double turbolaser cannons (gunners)
Atk +5 (-15 against targets smaller than Colossal), Dmg 4d10x5
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Double laser cannons (gunners)
Atk +5, Dmg 5d10x2

Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
And here is the Opening Crawl for the first adventure.

EDIT: Revised to this one.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Keep posting your material, I'm reading it. I'm not able to help as I'm swamped with other projects that aren't my own.
Nice to know I'm not the only one working on material for this era. I'm currently drawing up a kabal of 13 Sith trying to forge a new Sith Empire. I've even spent a lot of time going over the Atlas to keep their areas of control correct. To seperate themselves from the other darksiders of the time they chose to use the Darth title.


Darth Grimm CL 17


Medium female Human Noble 7/ Jedi 1/Sith Apprentice 8/Sith Lord 1

Force 6(3d6); Darkside 16
Init +17; Senses Perception +16
Languages Basic, Syl Bisti, Bocce, Binary, Huttese, Sith

Defenses Ref 34(flat-footed 30), Fort 32, Will 33
hp 141; Threshold 32
Immune fear effects

Speed 6 squares
 
Melee double lightsaber +21/+21 (2d8+12/x2) with Dual Weapon Mastery 3
Melee unarmed +19/+19 (1d4+9/x2) with Dual Weapon Mastery 3
Ranged by weapon +19
Base Atk +15; Grp +19
Special Actions Second Wind (35 hp) 1/day
Force   Powers Known (Use the Force +20): Mind Trick, Move Object, Battle   Strike, Dark Rage, Force Lightning, Force Slam, Surge,
Saber Swarm, Rebuke, Rising Whirlwind, Hawk-bat Swoop, Force Grip

Abilities Str 12 Dex 18 Con 14 Int 14 Wis 16 Cha 14
Talents    Dark Side Adept, Dark Side Mastery, Unreadable, Enemy Tactics, Face   the  Foe, Luck favors the Bold, Ataru, Sith Alchemy, Cause Mutation, Elusive Target
Feats  Force Sensitivity, Force Training  (3),  Skill Focus (Use the Force),   Weapon Proficiency (Pistols,  Simple  Weapons, Lightsabers) , Weapon   Finesse, Dual Weapon Mastery 1,  Dual  Weapon Mastry 2, 
Dual Weapon Mastry 3, Linguist, Weapon Focus (Lightsabers)
Skills  Acrobatics +17,  Deception  +15, Initiative +17, Knowledge (Galactic Lore) +15,    Knowledge (Life  Sciences) +15, Perception +16, Persuasion +15, Treat    Injury +16, Use the  Force +20
Possessions Sith Amulet,    Double-bladed  lightsaber with a purple Compressed Crystal the    Waterproof modification  Long-rang commlink, pocket scrambler


 





Don't let the pretty face fool you. Darth Grimm is a fairytale wicked witch come to life. Her favorite passtime is using unlucky souls in her Sith Alchemy experiments. She's worked to find a good balance between using the Force and and her lightsaber in combat and she's not afraid lead her forces into combat personally if she has too.

Not so long ago she was a naive young noblewoman from Nubia named Iona Murron who had an interest in history and medicine. But the Sith Lord Darth Kage saw Iona's trusting nature as an opportunity and wasted no time in starting to corrupt and twist her. Darth Kage took great pleasure in wringing all the joy and compassion out of Iona until only Darth Grimm remained; her title a nod to her new joyless attitutde and chillingly pragmatic approach to fullfilling her aims.

Darth Grimm can usually be found in her HQ/lab in the ruins of an ancient palace on Boz Pity. In addition to her alechemy experiments she's been actively planning a major strike against Kashyyyk to steal the hyperspace route secrets of the Claatuvac Guild.


As was the custom of the time, the area of space controlled by Darth Grimm was called "The Grimmate." The capital of the Grimmate was Boz Pity where Darth Grimm made her home in the ruins of an ancient Gargantelle palace.


After securing a base of operations on Boz Pity, Darth Grimm moved quickly and was able to capture Dirha. Taking this important refueling stop caused great tumult in that part of Hutt space and gave the Sith a vital jump off point for her forces. It was from here that Darth Grimm's forces would eventually capture such worlds as Ilos, Chalacta, Ulmatra, Alee and Klatooine.


The victory at Klatooine was especially critical as she was able to intimidate the planet's Hutt rulers into submission and have them "appoint" their Klatooinian slave army to her command.

Thanks for reading!

Cool concept for Darth Grimm. I love the pic. Keeping track of 13 different Sith Lords seems like a lot of work.

Right now my main one is Lord Balradis whose power center is the Ojoster Sector. More on him in due course...
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
So, is this close to the KotOR era, or Legacy?
In the chronology, the dark age is roughly from 1,100 - 1,000 BBY.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Ok. I think a crime lord or two would fit in perfectly!
lord hadda's base speed should be 8 squares seeing how he's a cather
Ok. I think a crime lord or two would fit in perfectly!



Indeed! Pretty much everything beyond the inner rim is up for grabs, for anyone strong enough to grab some territory and hold onto it.

lord hadda's base speed should be 8 squares seeing how he's a cather



He wears armor, that's why his speed is listed as 6.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Added some homebrew Hammerhead cruiser stats to the Vessels post.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Added an updated opening crawl on this post.

As for Lord Balradis, look for some stats maybe by this weekend. All the Sith Lords of this era seem to have a special gimmick, and his has to do with cybernetics. He lost an arm in an old confrontation. Being in Sith space and not having the latest in cyber tech available, he ended up with a functional but totally robotic looking replacement. It then occurred to him that cybernetics could actually enhance his whole kingdom, and he began replacing perfectly good body parts of many of his subjects with cybernetics simply to enhance their work efficiency. So he kind of Borgified his home base of Taris, culminating in his ultimate creations, his Black Knights who are all total cybernetic conversions.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
IMAGE(http://img683.imageshack.us/img683/7134/darthkage.jpg)

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Here's the latest of my 13 Sith Lords. Meet Darth Kage. She's basically a Sith ninja.

Note that her name is pronounced "kah-geh" as in the Japanese word for "shadow." Not as in the English word "cage."

Darth Kage's past is a mystery to all but herself. When she first met her future apprentece Iona Murron (who would become Darth Grimm) she introduced herself as Chikage Kurenai; a minor noble from Kuat. Records show that a person with that name and about Darth Kage's age was indeed born on Kuat. But no other information on that person exists so the question of if its Darth Kage's real name lingers. All other investigations into her past have come up blank and with the investigator usually dead. However, in a few of these investigations one word would sometimes show up in whispers: GenoHaradan.

"Do not seek a throne for one who sits on a throne is  an easy target. Do not seek to be the power behind the throne for no  puppetmaster can hide forever. Be the power within the shadows instead.  For shadows are everywhere and even the mighty fear what lurks within  them. "
—Darth Kage

Darth Kage was Darth Grimm's master and that can be seen in the similarities in their combat style. However, to her enternal frustration, Darth Kage has no Force powers that can be used offensivly apart from Move Object. Thus she's built her fighting around ambushing her foes and trying to finish them off in a single, sudden strike. To hone this skill she's been know to assassinate Jedi and other even Sith for no greater reason than practice.

The area of the galaxy under Darth Kage's control was known as the Kagenate. Its headquarters was on Bimmisaari and it controled worlds such as Danuta, Sneeve, Charros IV, Durkteel and Balamak.



Darth Kage CL 18
Medium female Human Scout 5/Scoundrel 3/Bounty Hunter 3/Sith Apprentice 5/Sith Lord 2
Force Points 16; Darkside 16
Init +19; Senses Perception +17
Languages Basic, Binary, Huttese

Defenses Ref 37(flat-footed 32), Fort 33, Will 34
hp 139; Threshold 33
Immune fear effects, Able to use Temptation

Speed 6 squares
Melee duel shoto +22/+22 (2d4+16/x2) with Dual Weapon Mastery 3
Ranged by weapon +20
Base Atk +15; Grp +20
Special Actions Second Wind (34 hp) 1/day, Temptation
Force Powers Known: (Use the Force +21): Mind Trick, Move Object, Battle Strike, Dark Rage, Surge, Rebuke, Cloak, Phase
Force Secrets Quicken Power
Force Techniques: Force Point Recovery, Improved Sense Force

Abilities: Str 10 Dex 20 Con 14 Int 14 Wis 16 Cha 14





Talents: Accurate Senses, Improved Stealth, Improved Initative, Sneak Attack, Dastardly Strike, Force Blank, Jedi Hunter, Ataru, Force Deception, Lightsaber Specialist, Wicked Strike




.
Feats: Force Sensitivity, Force Training  (2),  Skill  Focus (Use the Force), Weapon Proficiency (Pistols,  Simple  Weapons,  Lightsabers, Rifles), Weapon Finesse, Dual Weapon Mastery 1,  Dual  Weapon  Mastry 2,  Dual Weapon Mastry 3, Weapon Focus (Lightsabers), Shake It Off, Point Black Shot, Skill Training: Persuasion





Skills: Initiative +19, Knowledge (Galactic  Lore) +16,  Perception +17, Persuasion  +16, Use the  Force +21, Survival +17, Endurance + 16, Stealth +24, Pilot +19, Mechanics +16





Possessions: Two shoto each with a red Synthetic Crystal with the Waterproof modification, Long-range commlink, pocket scrambler, camoflague poncho, medpack x 3.
Melee duel shoto +19/+19 (2d4+12/x2) with Dual Weapon Mastery 3
Ranged by weapon +18
Base Atk +13;





Force Powers Known: (Use the Force +20): Mind Trick, Move Object, Battle Strike, Dark Rage, Surge, Rebuke, Cloak, Phase

Abilities: Str 10 Dex 20 Con 14 Int 14 Wis 16 Cha 14





Talents: Elusive Target, Accurate Senses, Improved Stealth, Improved Initative, Sneak Attack, Dastardly Strike, Force Blank, Jedi Hunter, Ataru, Force Deception, Clear Mind, Quicken Power





Feats: Force Sensitivity, Force Training  (2),  Skill  Focus (Use the Force), Skill  Focus (Use the Force), Weapon Proficiency (Pistols,  Simple  Weapons,  Lightsabers, Rifles), Weapon Finesse, Dual Weapon Mastery 1,  Dual  Weapon  Mastry 2,  Dual Weapon Mastry 3, Weapon Focus (Lightsabers), Shake It Off, Point Black Shot, Skill Training: Persuasion, Skill Training: Deception





Skills: Deception  +16, Initiative +19, Knowledge (Galactic  Lore) +16,  Perception +17, Persuasion  +16, Use the  Force +21, Survival +17, Endurance + 16, Stealth +24, Pilot +19, Mechanics +16





Possessions: Two shoto each with a red Synthetic Crystal with the Waterproof modification,  Long-range commlink, pocket scrambler, camoflague poncho, medpack x 3.

I like the idea of a stealthy Sith ninja. Another cool pic too. So, Darth Kage doesn't have her own territory that she rules?
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
I don't have the finished stats for Lord Balradis yet, but I added stats for his son, Lord Varix, to the Dramatis Personae post. Varix is basically completely insane, a total psychopath.

Balradis may be evil, but at least he's rational. Varix is anything but.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Lord Balradis has now been added to Dramatis Personae and I think his stats turned out quite nicely.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Revised Neeko stats now up, FYI.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
I like the idea of a stealthy Sith ninja. Another cool pic too. So, Darth Kage doesn't have her own territory that she rules?



She does. I was just getting ready to meet up with someone when I posted her and forgot to put that in. If you go back and look you'll that's been fixed.

FTJ:

I know you kind of envisioned this as a "rebllion era" with more jedi and sith, but did you have an overall theme for this time frame?  I'm just cruious how you view the tone of the era.
My Blog, mostly about D&D.
57304548 wrote:
I imagine that Majestic Moose plays a more "A team" type game than most of us. By that I mean he allows his players to make tanks out of a backyard playground set since the players have more "fun" that way.
Actually I much prefer The Losers.
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When I and my friends sit down we want a game of heroic fantasy. Rare is the moment when I have cried out in a video game or RPG "that's unrealistic." (Unless there is no jump button. Seriously makes me mad, single handedly ruined the N64 zelda series for me, but that's a digression of a digression.) I mean, we play games with the force in galaxies far, far away, with supernatural horrors, dragons and demi-gods, alternate cosmologies, etc. Reality and it's effects hold little sway to what makes a Heroic fantasy game fun IMO. Just repeat after me: You are not a beautiful or unique snowflake. You are not how much you've spent on WotC products. You are not whatever RPG you play. You are one of tens of thousands of people that spend money on a hobby. You will not always get what you want
I think the overall tone is similar to the Rebellion era in many respects. Large-scale battles are less common than small hit-and-run missions, intelligence gathering, supply runs, etc. Plus the Republic is mainly concerned with defense at this stage, so the Jedi who volunteer for missions into Sith space have to do it on a shoe string budget, getting their own funding from whatever sympathetic sources they can convince to back them.

What's different is that there's no monolithic adversary. I think Belia Darzu was the last significant Dark Lord of the Sith with any real power. After her there were probably a succession of weak "Dark Lords" who couldn't really hold the Sith Empire together. After a century or so of weak leadership, you get to a point where nobody even bothers to claim the title Dark Lord of the Sith anymore (or if they do, nobody else takes notice). You have sort of a New Republic feel to it with the Empire being divided among competing warlords.

So basically you're looking at small groups of operatives taking daring missions into enemy territory, hoping to undermine Sith rule a little at a time and do whatever good they can along the way. Does that make sense?
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
I think the overall tone is similar to the Rebellion era in many respects. Large-scale battles are less common than small hit-and-run missions, intelligence gathering, supply runs, etc. Plus the Republic is mainly concerned with defense at this stage, so the Jedi who volunteer for missions into Sith space have to do it on a shoe string budget, getting their own funding from whatever sympathetic sources they can convince to back them.

What's different is that there's no monolithic adversary. I think Belia Darzu was the last significant Dark Lord of the Sith with any real power. After her there were probably a succession of weak "Dark Lords" who couldn't really hold the Sith Empire together. After a century or so of weak leadership, you get to a point where nobody even bothers to claim the title Dark Lord of the Sith anymore (or if they do, nobody else takes notice). You have sort of a New Republic feel to it with the Empire being divided among competing warlords.

So basically you're looking at small groups of operatives taking daring missions into enemy territory, hoping to undermine Sith rule a little at a time and do whatever good they can along the way. Does that make sense?



Like the 'Dirty Dozen' or the 'French underground' in Star Wars?
In a world of turmoil, strife, and misunderstandings appears the very embodiment of fury and rage - Julian Sykes.

Julian began his life on a relatively unknown planet in the unknown region where he found a odd object while exploring what he thought was natural ruins. This object projected a image which offered him great power with the realization that he would have to give something important up for. Not knowing the price Julian accepted and began his training, although careful to do his chores before training his parents grew wary noticing a change in his demeanor.

The years rolled by until Julian became old enough to start wanting other things for himself, his parents forbade him to leave thinking him not ready yet, and not mature enough. In a rare moment of rage he cut them both down in their sleep, realizing his dark destiny and becoming a dark warrior for the sith tradition.

Julian has "bartered" a ride off his rock to go join the rest of the sith empire and learn more, guided by the gatekeeper to go learn at the feet of a living sith lord. Not yet has he realized that his rage and skill with the lightsaber will mark him one day when he takes the name Darth Fury/or Darth Torrent. Julian can tend to have anger issues, and is attempting to find an answer to this problem. Destiny is leading Julian to an altercation with the enemies of the sith - be it the jedi or the republic.

Show
Julian Sykes CL 8
Medium male Human Jedi 7 / SithApprentice 1
Destiny 2 (destruction); Force 5(2d6); Darkside 16
Init +8; Senses Perception +12
Languages Basic, Zabrak

Defenses Ref 24(flat-footed 20), Fort 22, Will 23; Lightsaber Defense +3
hp 84; Threshold 22

Speed 6 squares
Melee lightsaber +14 (2d8+6/x2) or
Melee lightsabers +9/+9 (2d8+6/x2) with Dual Weapon Mastery I or
Melee lightsaber +12 (3d8+6/x2) with Rapid Strike or
Melee lightsabers +7/+7 (3d8+6/x2) with Dual Weapon Mastery I and Rapid Strike
Ranged by weapon +12
Base Atk +8; Grp +12
Atk Options Dual Weapon Mastery I, Lightsaber Defense, Melee Defense, Rapid Strike, Severing Strike
Special Actions Second Wind (21 hp) 1/day
Force Powers Known (Use the Force +17): battlestrike, dark rage, force grip, force slam

Abilities Str 10 Dex 18 Con 14 Int 12 Wis 16 Cha 16
Talents Lightsaber Defense +3, Severing Strike, Weapon Specialization (lightsabers)
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training, Melee Defense, Rapid Strike, Skill Focus (use the force), Weapon Focus (lightsabers), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Knowledge (galcticlore) +10, Perception +12, Pilot +13, Use the Force +17
Possessions 2 lightsabers (self built) w/interlocking hilts, robes, utility belt w/med pac

Destiny fulfilled (corruption) - Julian has fulfilled his destiny of falling to the darkside and becoming a sith, granting him a +1 destiny bonus to his Strength and Dexterity scores.

Like the 'Dirty Dozen' or the 'French underground' in Star Wars?



It could be. Although you could do different things with the era too. You could do a corporate intrigue game based almost entirely in the Republic if you wanted to. But I think the small missions into enemy space + a wide-open era (as opposed to the fairly set in stone Rebellion era) is a very appealing combo.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Re: Julian (Darth Fury/Torrent) this is a great era for someone who comes up through unconventional means, especially in Sith space. There's a lot of opportunity for him to make a name for himself.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Added the Toydarian middle-man Zaddo to the Dramatis Personae post.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Added some battle droid stats to the Dramatis Personae post. With Balradis being enamored of all things mechanized, it made sense that he'd use battle droids as a big part of his army.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Added stats for Zaddo's boss, Randu, to the Dramatis Personae post.

I also updated/corrected stats for Neeko, Taryn, Boon Lau, and A4-19.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Added stats for the Black Knights to the Dramatis Personae post.

I picture them as looking similar to the generic Sith warrior from TOR stuff, but they're not just armored, they're cyborgs. These would constitute Sith cannon fodder, which might sound a bit strange if you're looking at it from a movie-era perspective where any Sith is immensely powerful. But with no rule of two you have Sith of all levels, including basic ground troops who have minor Force abilities and lightsaber skills, and little else.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Nice!

I like the idea of your Black Knights.
If you're curious, The Old Republic comic series has a similar idea in Darth Mekhis' Sith Knights.
Thanks!

I hadn't seen those Sith Knights before. Maybe Lord Balradis found a holocron by Darth Mekhis at some point.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
I revamped Taryn and Boon Lau's stats again, and I was never very happy with the cockpit of the Galloping Gondar so I changed the pic... but the main reason for the new post here is my first run at doing stats for Kerra Holt. Comments welcome.

I started her off in Scout to give her more skills, including focus in Knowledge (tactics) since she was Vannar Treece's logistics officer, and the main planner behind Operation Influx. Plus she's good at explosives and such, and generally just seems to have more trained skills than the typical Jedi. Her lightsaber style is ecclectic. It's stated that she prefers to improvise rather than rely on well rehearsed sequences of moves. But based on descriptions and art I've given her a couple of lightsaber powers which I think fit her style, plus dark rage which I think she's quite capable of. I can't remember what the book says about languages, so I gave her Sullustese based on the time she spent tutoring a Sullustan girl.

Kerra Holt       CL 8
Medium Human Scout 3/Jedi 5
Destiny 2; Force 4
Init +11; Senses Perception +5
Languages Basic, Sullustese
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Defenses Ref 23 (flat-footed 20), Fort 20, Will 20; Deflect
hp 68; Threshold 20
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Speed 6 squares
Melee lightsaber +10 (2d8+8)
Ranged blaster pistol +9 (3d6+4)
Base Atk +7; Grp +9
Atk Options Aggressive Surge
Special Actions Hidden Eyes, Redirect Shot, Shake It Off
Force Powers Known (Use the Force +10): dark rage, hawk-bat swoop, mind trick, move object, Shien deflection, surge
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Abilities Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 13
Talents Aggressive Surge, Deflect, Hidden Eyes, Redirect Shot, Weapon Specialization (lightsabers)
Feats Force Sensitivity, Force Training (3), Martial Arts I, Shake It Off, Skill Focus (Knowledge [tactics]), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Acrobatics +11, Endurance +10, Initiative +11, Knowledge (tactics) +15, Mechanics +10, Stealth +11, Use the Force +10
Possessions lightsaber (self-built), blaster pistol
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
I've not read anything involving Kerra Holt, but from what I've picked up on the Wookiee I'd say your stats were a good match.
Thanks much.

The Knight Errant novel is definitely worth a read if you've got the time.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
For those of you (if any) who have been following my endless string of Taryn revisions, I think I found one that I actually like. I've been struggling with how best to represent Makashi in game terms, and with this latest build I traded in some stuff for Melee Duelist with Advantageous Strike and Counterpunch. This effectively gives the same defensive bonus as maxed out Makashi talents, but at half the talent cost and no swift action required to use it. Combined with Trick Step and Dastardly Strike, she can hide behind an expert Form II defense while picking off an opponent's attacks with graceful cuts and stabs, weakening him through accuracy and timing more than through sheer power.

I'd like to have kept Assured Attack and Cunning Attack, but with only 9 levels to work with I had to sacrifice something.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Long time with no updates, but for those of you who remember this thread, I've added stats for the Supreme Chancellor to the bottom of the Dramatis Personae post. The Chancellors during this era were all Jedi, and this one is an example of what I think of as a typical practitioner of Form VI, which focuses on clarity of mind and defending against Force powers. He's a diplomat in an age of warriors, so he has his work cut out for him.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Well, Chapter One is finally in the books, after long delay.

As alluded to in the opening crawl, the adventure opens in mid-battle on Mindor, where under equipped and under trained Republic troops are being swamped by the war machine of Lord Balradis. The Jedi commander, Lord Hadda, sent out a request for help, but too few Jedi answered the call. One of the ones who did was Taryn Daystar, who arrives on the front lines in time to save Neeko's bacon, though most of his platoon is lost, and they are unable to hold the position and end up falling back.

Having decided that the battle for Mindor is unwinable, Lord Hadda orders a retreat to a hidden base on Hijarna, though this leaves the way open for Balradis to continue his advance right through to the core worlds. To try and buy time, Taryn, Neeko, Ayfour and the remainder of Echo Squad undertake a mission to destroy Mindor's primary power station. Lord Balradis will have to take time to rebuild or replace it in order to solidify his position before advancing further. Taryn gets her first action against a squad of Black Knights, whom she carves up with disdain, as befits a Makashi duelist.

The team then makes a close run escape from the planet in the Galloping Gondar, pursued by a squad of Sith fighters. The beat up old freighter takes a pounding, but in the end they're able to make the jump to lightspeed and safety... 
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8
Greetings! 

One question, the picture about Darth Grimm you used, its from Fire Emblem saga? It's pretty good.
Also the Darth Kage. But it seems from an Japases anime, wich one if its possible please?

Thanks!
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57690938 wrote:
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Star Wars HEAVY MOD (M&M) Adaptation http://www.mediafire.com/?b2e9e176n9ck9ia
Black Knights               CL 3

Medium Human (cyborg) nonheroic 10
Init +10; Senses low-light vision; Perception +7
Languages Basic
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Defenses Ref 18 (flat-footed 18), Fort 11, Will 10
hp 35; Threshold 11
Immune atmospheric and inhaled poison hazards
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Speed 6 squares
Melee lightsaber +9 (2d8+4)
Ranged by weapon +7
Base Atk +7; Grp +9
Atk Options Power Attack
Force Powers Known (Use the Force +4): dark rage (2)
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Abilities Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 9
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training (2), Power Attack, Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +10, Jump +7 (may reroll and keep the best result, may take 10 when distracted or threatened, may treat all jumps as running jumps), Perception +7, Use the Force +4
Systems improved sensor package, internal comlink, jump servos, 2 hand appendages
Possessions lightsaber, durasteel armor (+8 armor)


Wouldn't the Black Knights need Skill Training in UtF? They have taken Force Training twice, but no skill training in UtF? Skill Training: UtF is a prerequisite for Force Training so they need to pick that up...

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Wouldn't the Black Knights need Skill Training in UtF? They have taken Force Training twice, but no skill training in UtF? Skill Training: UtF is a prerequisite for Force Training so they need to pick that up...



They're trained in UtF. But they take a -5 penalty because they're cyborgs. It makes the stat block a little confusing. Their trained skills are Initiative and Use the Force, then I listed Jump and Perception because their cybernetic enhancements give them bonuses to those skills.
Children believe what we tell them, they have complete faith in us. I ask of you a little of this childlike simplicity, and to bring us luck, let me speak four truly magic words: "A long time ago...." (Jean Cocteau's Beauty and the Beast) Winner of You Build the Character #12, YbtC #22, YbtC #24, YbtC #28 and YbtC #35 Winner of You Make the... Contest #8