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A specific Ugly, created from the TIE/In and Z-95, two of the most common starships during the rise of the empire, the Kessel-bat seems unimpressive to most. It is too slow to be an effective interceptor, and too weak to be a superiority fighter. However, neither are its intended role. It was designed as a resistance fighter; able to be made by anyone with moderate mechanical ability, and made from the parts most likely to be available. It has a high degree of utility and flexibility.
The ship was dreamed up by the Twi'Lek resistance leader, and 'pirate', Krenna Kothra. She hired budding ship designer, Ulfon Kumas, to design a light fighter from spare parts, and paid to have 4 iterations made. She then gave copies of the detailed schematics, along with detailed construction methods, away to resistance cells. Ultimately, however, the Rebellion grew and began acquiring more sophisticated craft. The design still popped up occasionally in the hands of cash-strapped pirate bands, and as a utility vessel for moving small cargo loads within shipping yards.
Capabilities While the vessel has no hyperdrive, its grappler mag allows it to 'hitch a ride' on vessels of Colossal (Frigate) size or larger. Of course, the space-walk from the fighter to the airlock is always an adventure. High performance maneuver thrusters placed at the extremities of the vessel make for an incredibly maneuverable craft. Unfortunately, every corner was cut in making the vessel as easy to construct as possible, leaving it very fragile. Like TIE fighters, the Kessel-bat has no on-board life support, so pilots must wear pressurized flight suits. The split solar panel used on the Kessel-bat fold up to give the ship a smaller footprint, and also serve as the rear landing gear. The downward angled 'beak' of the ship gives the fighter good visibility for use as ground support. The optional astromech socket releases the droid on the bottom of the ship, which allows an astromech to load and unload itself without aid from additional machinery. Some people believe the inclusion of the astromech socket on the vessel is pointless, considering the vessel's fragility, and leave it out altogether.
Because detailed construction plans are included with the schematics, anyone trained in the Mechanics skill can automatically take 10 and succeed with each hour of construction. In addition, streamlined processes, clearly detailed, cut build time for the vessel to a mere 60 hours. While all of the ships are considered 'used', they are not considered 'unreliable', as most Uglies are.
Details on 'Hardpoints' and 'Grappler Mags' may be found in Scum and Villainy.
Author note: This ship is MOSTLY built using the stock ship construction system in Starships of the Galaxy. However, it applies 'Reinforced Bulkhead 20%' in reverse, which is not allowed by strict Rules As Written. Also, I was hoping to make more impressive art, but my 3ds Max program has decided to die on me. So, you get what I can do in DoGA.
Medium ArkanianKotOR Noble 1/ Soldier 5 Force 7; Dark Side 14 Init +10; Senses Darkvision; Perception +10 Languages Arkanian, Basic, High Galactic ------------------------------------------------------------------------------------------------------------ Defenses Ref 14 (Flat-footed 12), Fort 20, Will 20 hp 39; Threshold 20 ------------------------------------------------------------------------------------------------------------ Speed 6 Squares Melee Unarmed +6 (1d4+4) Ranged By weapon +7 Base Atk +5; Grp +7 Special Actions Dark Side Savant, Flash of Genius Force Powers Known (Use the Force +15): CorruptiontFU, FearKotOR, Force ScreamKotOR, Force ShieldtFU/LE, Mind Trick, Move Object ------------------------------------------------------------------------------------------------------------ Abilities Str 12, Dex 14, Con 8, Int 12, Wis 14, Cha 14 Special Qualities Darkvision, Flash of Genius, Intellectual Reputation Talents Damage Reduction 10, Dark Side SavantJATM (2), Educated Feats Armor Proficiency (Light), Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Skill Focus (Knowledge [Galactic Lore]), Weapon Proficiency (Pistols, Simple Weapons) Skills Deception +10, Initiative +10, Knowledge (Galactic Lore) +14, Perception +10, Persuasion +10, Treat Injury +10, Use the Force +15 (+17 to activate Force powers with the [Dark Side] descriptor) Possessions Light Dark ArmorJATM (+4 Armour, +3 Equipment) with Dark Side EnergyJATM trait, Sith AmuletJATM ------------------------------------------------------------------------------------------------------------ Flash of Genius: Once per encounter, Aerog Ghint can add a +5 circumstantial bonus to the result of one Knowledge, Mechanics or Use Computer check.
History
Aerog Ghint is a powerful Sith Lord and a master manipulator. At least, he thinks he is. And according to him, that's the only opinion that matters.
Born to a pair of wealthy nobles on Arkania, the luxurious life his parents had charted for him never held much appeal for Aerog. Around the time he came of age, he fled his parents and his homeworld by stowing on a small freighter vessel. The crew of the Perfidy soon found the young man, and he managed to convince them to keep him on board as a medic. He grew to resent his time onboard, as he was not accustomed to NOT being treated like royalty. Forming numerous plans to betray the crew and take command of the vessel, he lacked the bravery and conviction to put any of them in motion for almost 4 years. However, the opportunity that finally rose was completely unexpected, and soon Aerog had much greater aspirations then simple command of the Perfidy.
The crew received a job that seemed simple enough. They were to travel to the moon of Gwardia and pick up a few artifacts that had been recently excavated from a temple. When they arrived at the site, none of the original excavation crew was there to greet them. The crew of 4 left Aerog behind to watch the ship while they investigated. Half an hour later, two of them returned. The two were injured severely, so Aerog, being the medic, carried them to the medical tables and sedated them. That was when he carried his plan into motion.
Calmly, Aerog withdrew his blaster pistol and shot the two survivors through the head. He then entered the temple, intent on succeeding where his fellows had failed, and retrieving the valuable cargo. He soon found the bodies of the remaining crew members. They appeared to have been killed by the natural defenses and traps of the building. To his surprise, the traps didn't appear to trigger when he passed, and the doors, while they lacked any visible electronic mechanism, opened at his touched. Deep in the temple, he discovered a small, ornate chest. Like the doors, it opened when he merely touched it. Inside were there objects: an ancient holocron, an amulet with a blood red ruby encased in it, and a set of dark colored armour. Investigating the holocron first, Aerog's life changed.
The holocron informed him that this building was a sanctum for the ancient Sith, and that it was naturally attuned to Force users. If he was using this holocron, it explained, then he must assuredly be Force Sensitive. This knowledge only made Aerog more sure that he was destined to be something great. The holocron also held various Sith teachings and a whole library worth of information about the Force. Using this knowledge, Aerog began to teach himself to draw upon his Force powers. In only a short time, he gained a working knowledge of the dark side. Donning the armour and the amulet, Aerog now fashions himself a Sith Lord. Soon, he would master all that the holocron has to teach him, and move off of the moon to expand his control over the galaxy.
Plot Hooks
Rumours abound on the space lanes about a small group of pirates that have been raiding ships containing ancient Sith or Jedi devices. The group is based out of Gwardia and it is said that they are under the command of a Dark Lord of the Sith
Both of the rescue teams sent to check on the Perfidy have fallen out of contact. The players are sent in to investigate and bring back the crews alive. Arriving on Gwardia, they soon stumble across the derelict remains of the Perfidy and the two rescue ships, all devoid of life. However, evidence indicates that the survivors may have retreated into a nearby temple.
An intruder with command over the Force has breached one of the smaller Jedi Temples in the galaxy. A holocron, containing many dark side secrets, was stolen, and the players are tasked with hunting down the assailant and retrieving the holocron.
A mysterious Arkanian wearing old, black armour approaches the players and attempts to hire them to retrieve several objects from the manor of an old antique collector. He is willing to pay a great sum of credits for each object they steal. If any of the player's characters are Force sensitive and Aerog is able to figure this out, he desperately tries to convince that character to become his apprentice.
Tactics
Although he is nowhere near as powerful as an actual Sith Lord, Aerog Ghint is a threatening Force user. In fact, it is the only weapon he is willing to use. To complement his defences, Aerog prefers to activate his Damage Reduction 10 talent as soon as possible. He also uses Force Shield when hit with a powerful attack. On the offensive side, he prefers to use Corruption, Fear, and Force Scream, as he can return those powers to his suite for free with his Dark Side Savant talent, which he took twice. Keep in mind that the Sith Amulet (JATM, page 68) Aerog wears allows him to reroll a Use the Force check for activating a [telekinetic] Force power, and allows him to make a Use the Force check against a target within 12 square's reflex defence, dealing 3d8 points of slashing and Force damage if he succeeds. Due to his naturally arrogant nature being expanded by his newly found Force abilities, Aerog will never retreat from a battle willingly.
Originally pitched as a special support unit for assisting the Jedi against enemy Force Users, these Clones recieved extensive training in silently tracking targets as well as shielding their minds against the Force. Their armour was modified with shadowskin material, and in addition to a sonic rifle, each trooper was armed with a totally silent vibroblade. Because of their ability to strike suddenly and silently, these troopers were dubbed 'Vipers'.
As the Republic became the Empire, the Viper Troopers became the Viper Stormtroopers and became the elite footsoldiers of the Imperial Inquisition, hunting down stray Force Users alongside their superiors, and also serving as a deadly surprise for anyone who tried to infiltrate or escape from an Inquisition facility.
Viper Stormtrooper (CL8) Medium Human Non-Heroic 6, Scout 6 Force 3; Dark Side 10 Init +14; Senses Darkvision; Perception +14 Languages Basic, Mando'a ------------------------------------------------------------------------------------------------------------ Defences Ref 21 (Flat-footed 18), Fort 20, Will 18 hp 62; Threshold 20 Immune +5 Fort and Will vs. Force effects based on Use the Force checks ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee +9 Vibroblade (2d6+5) or Ranged +11 Sonic Rifle (2d8+3) or Ranged +12 Sonic Rifle with Careful Shot and Deadeye (3d8+3) Base Atk +8; Grp +11 Atk Options Careful Shot, Deadeye, Point Blank Shot, Precise Shot Special Actions Coordinated Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 14, Dex 16, Con 13, Int 12, Wis 12, Cha 10 Talents Hidden Movement, Improved Stealth, Total Concealment Feats Armour Proficiency (Light), Careful Shot, Coordinated Attack, Deadeye, Point Blank Shot, Precise Shot, Skill Focus (Stealth), Skill Training (Survival), Unstoppable ForceCW, Weapon Proficiencies (Advanced Melee Weapons, Pistols, Rifles, Simple Weapons) Skills Initiative +14, Perception +14, Stealth +24 (may reroll, must keep second result), Survival +12 Possessions Silent Vibroblade, Sonic RifleKotOR, Stealth-trooper Armour (as Stormtrooper armour with Shadowskin upgrade and darkvision), Utility Belt
Encountering Viper Stormtroopers Typically, a squad of four troopers would accompany a single Inquisitor. With their massive Stealth bonuses, Vipers are extremely effective in areas that grant cover or concealment, allowing them to take full advantage of their feat selections. Above all else, it is important to remember that the Inquisition never, ever fights fair. If there is a light source that can be easily blasted out, the Vipers should do so immediately. Not only does this work to their advantage, but if they can do it without being spotted, the ensuing battle in the dark can be spookily cinematic with the heroes having to contend with not knowing exactly where their enemies are the whole time. This enables a group of Viper Stormtroopers to challenge much more potent heroes. A Viper Stormtrooper should primarily settle into a routine of "shoot, move, aim, repeat", which keeps the heroes from pinning them down, though as aiming is two swift actions, that means they can't fire on every fourth round if they slavishly devote to that tactic. To keep from having any "empty rounds", it is best to have half of the Vipers start on the 'shoot' part of the loop, and half start on the 'move' part. Exactly what the Inquisitor is doing during all this depends on how said Inquisitor is set up
S-86 Arachnia Assassin Droid Small enough to fit through air ducts, nimble enough to scale a building, and deadly enough to take out all but the most heavily armed security guards, S-86 droids are some of the galaxy's most feared assassins. Painted matte black, with six legs and six glowing red photoreceptors, they resemble huge metal spiders, and are fearsome enough to send chills through even the most seasoned warriors.S-86s are most often deployed in groups of three to five, though some have been seen in groups of up to fifteen. In battle, they use their whipcords to entangle their opponents... and then they move in to finish them off, even blowing themselves up to kill their target.
S-86 Arachnia CL 8 Small droid (4th degree) Scoundrel 8 Init +12, Senses Darkvision; Perception+10 Languages Basic, Binary, 1 unassigned ------------------------------------------------------------------------------------------------------------ Defences Ref 21 (Flat-footed 18), Fort 14, Will 15; Dodge, Mobility hp 44, Threshold 14 Immune Droid Traits ------------------------------------------------------------------------------------------------------------ Speed: 4 squares Melee Claw +10 (1d6+4) Ranged Blaster +13 (2d6+4) Base Atk +6, Grp +4 Atk Options Dastardly Strike, Pin, Point Blank Shot, Precise Shot, Sneak Attack Special Actions StymieCW ------------------------------------------------------------------------------------------------------------ Abillties Str 10, Dex 17, Con --, Int 14, Wis 13, Cha 8 Talents Dastardly Strike, Skirmisher, Sneak Attack, StymieCW Feats Dodge, Mobility, Pin, Point Blank Shot, Precise Shot, Skill Focus (Climb), Weapon Focus (Whipcord), Weapon Proficiency (Pistols, Simple Weapons) Skills Climb + 17, Gather Information +7, Initiative +12, Mechanics +11, Perception +10, Stealth +17 Systems Walking locomotion (6 legs, climbing claws), magnetic feet, darkvision, locked access, self destruct system Possessions Blaster (treat as blaster pistol), Whipcord launcher (treat as net), security kit
Remma began her career, as many Duro, as a pilot, and a smuggler. An early job sent her career in a new direction, when she and the crew of the ship she was on got wind of a wanted fugitive nearby. The crew captured the fugitive and took a substantial bounty. Remma focused her skills toward pilot and mechanical aptitude.
Her captain was never too picky about jobs, and a smuggling deal got the lot of them captured by Imperials. With the Captain off to Kessel, Remma got a slap on the wrist in return for taking another bounty hunt. With the proceeds, and the ship she's borrowing from her jailed captain friend, she pushes on with her career.
Method: Remma is in no hurry. She lives meagerly, so she isn't starving for credits. Her method of hunt is to catch her prey on the move. She uses her Computer skills, and Gather Information to find the ship used by her quarry. She then breaks in while the crew is away, deactivates any droids, and makes whatever changes to the ship she desires. This usually includes the following: Changing programming to send a message to her comm of any hyperspace coordinates downloaded from the BOSS network; installing remote shutdown and lockout control on ship systems; and occasionally, she installs boobytraps on the main pilot controls. She then waits for the mark to leave a planet, and intercepts them in space. If there are people with the prey, she will bring along hired muscle for the boarding procedures. If her prey jumps into hyperspace before she can take them out, she'll follow. She is okay with following them through multiple jumps, and may actually just let them be for a time. She gets their jump locations. She knows where they're going. She'll let the prey calm down, drop it's guard, and stage a more well-planned attack at a later time. If she finds the prey has switched ships or discovered her tracking method, she'll go back to Computer searches and Gathering Information. Unless she has a very good ambush set up, she won't try an attack on-planet. If the prey runs into the wilds, she doesn't follow. Her strength is with technology and aboard her starship, and she won't risk dangerous confrontation in uncontrolled settings. If the issue ever comes up where someone wants to pay her off to drop her hunt, she has no problem with that. This is a job to her, and it's about the money, not some scarred childhood flashback issue. She's more than happy to let folks go, those who aren't plain monsters. She figures it's a chance for some other bounty hunter to make fair credits.
Appearance: Remma looks like most any other knock-about Duro Spacer Pilot; Old Flight Suit, well-used but unremarkable blaster pistol, tired looking and a little underfed. She is fairly likable and good fun at the cantina. She's likely to go chat up the place even with her prey inside, maybe even toss back drinks with them.
Remma Vel Medium Duro Scoundrel 4/Scout 3/Bounty Hunter 1 Force 9 Init +7 Senses Perception +8 Languages Bothan, Common, Duroese, Huttese, Rodian, Trandoshan Defenses Ref +26 (flat-footed 23), Fort 21, Will 19 hp 46; Threshold 21 Speed 6 Melee Unarmed +6 (1d4+4) Ranged Blaster Pistol +9 (3d6+4) Ranged Blaster Rifle +9 (3d8+4) Base Atk +6; Grp +6 Atk Options Hunter's Mark, Keen Shot, Dead-eye Abilities Str 10, Dex 16, Con 10, Int 19, Wis 9, Cha 14 Talents Acute Senses, Hunter's Mark, Keen Shot, Security Slicer*, Spacehound Feats Dead-Eye, Skill Focus (Pilot, Use Computer), Tech Specialist**, Vehicular Combat, Vehicular Surge, Weapon Proficiency (Pistols, Rifles, Simple) Skills Gather Information +11, Knowledge (Galactic Lore) +13, Mechanics +13, Perception +8, Pilot +17, Stealth +12, Survival +8, Use Computer +18
Starship 'Die Tired' Barloz Freighter**** with the following modifications; Speed 4 in space, SR 25, Grappler-Mag*****, Hypertransceiver
The 'Die Tired' is a VERY old Barloz, but it's still holding together, and it's had a number of newer upgrades to its systems. It's the kind of ship that blends in, looking like the rest of the junk on any backwater world, where it's usually parked.
* Security Slicer Talent is found in the Force Unleashed Campaign Guide ** Tech Specialist is found in Starships of the Galaxy *** Vehicular Surge is in the Rebel Era Campaign Guide *** The Barloz Freighter can be found in the Clone Wars Campaign Guide **** Grappler Mags can be found in Scum and Villainy
Notes: This bounty hunter is probably best used, not so much as a straight-up fight, but as a recurring problem.