Lazlo_Toth's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/lazlo_toth Don't Bring A Droid To A Gunfight What happens when you play an RPG that's action/combat heavy with a non-combatative character? It's an interesting question I've wanted to explore.

I'm playing an R2 unit in a Dark Times campaign, watching the seeds of Rebellion be sown around me. There's a soldier and a Jedi in the group and there's plenty of combat action, thanks to our awesome GM.

I'm playing a character who doesn't want to kill, and he hasn't yet. Being an R2 unit reinforces this for me as it is very difficult to even hold a weapon, much less use one. But this makes it difficult for the other players in the group, since I'm not actively fighting.

The things my character does to help the group are to change the environment or the conditions of combat to make it easier for my friends. So it's easier for them to take out the bad guys.

As a droid, I can interface with the local building or ship I'm on and control doors, lighting, heat and cold, or whether there is a fire. This can add to the confusion for the enemies and hopefully provide opportunities for the group to take advantage or run away. It's an interesting challenge to say the least.

What else can my character do to help out? What have your characters done in an action or combat situation that wasn't combat oriented? How does this affect how the game is played?

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Tue, 25 May 2010 12:18:25 -0500 http://community.wizards.com/lazlo_toth/blog/2010/05/25/dont_bring_a_droid_to_a_gunfight http://community.wizards.com/lazlo_toth/blog/2010/05/25/dont_bring_a_droid_to_a_gunfight What happens when you play an RPG that's action/combat heavy with a non-combatative character? It's an interesting question I've wanted to explore.

I'm playing an R2 unit in a Dark Times campaign, watching the seeds of Rebellion be sown around me. There's a soldier and a Jedi in the group and there's plenty of combat action, thanks to our awesome GM.

I'm playing a character who doesn't want to kill, and he hasn't yet. Being an R2 unit reinforces this for me as it is very difficult to even hold a weapon, much less use one. But this makes it difficult for the other players in the group, since I'm not actively fighting.

The things my character does to help the group are to change the environment or the conditions of combat to make it easier for my friends. So it's easier for them to take out the bad guys.

As a droid, I can interface with the local building or ship I'm on and control doors, lighting, heat and cold, or whether there is a fire. This can add to the confusion for the enemies and hopefully provide opportunities for the group to take advantage or run away. It's an interesting challenge to say the least.

What else can my character do to help out? What have your characters done in an action or combat situation that wasn't combat oriented? How does this affect how the game is played?

0 Comments - Leave a Comment
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TIE Avenger (from TIE Fighter game) One of the missed TIE variants in the TIE fighter game is the TIE(ad) Avenger. I had a lot of fun flying these ships in the game.

Sienar Fleet Systems TIE Avenger                        CL 10

Huge starfighter

Init +14; Senses Perception +8

Defenses Ref 23 (flat-footed 15), Fort 24; +3 armor

hp 90; DR 10; SR 30; Threshold 34

Speed fly 16 squares (max. velocity 1,450 km/h), fly 6 squares (starship scale)

Ranged laser cannons +8 (see below) or

Ranged proton torpedoes +8 (see below)

Fighting Space 3x3 or 1 square (starship scale); Cover Total

Base Atk +5; Grp +29

Atk Options autofire (laser cannons), fire-link (proton torpedoes)

Abilities Str 38, Dex 26, Con --, Int 16

Skills Initiative +14, Mechanics +8, Perception +8, Pilot +14,

        Use Computer +8

Crew 1 (expert); Passengers none

Cargo 70 kg; Consumables 2 days; Carried Craft none

Hyperdrive x2, limited navicomputer (10-jump memory)

Availability Military; Cost not available for sale

 

Laser cannons (pilot)

Atk +8 (+3 autofire), Dmg 6d10x2

 

Proton torpedoes (pilot)

Atk +8, Dmg 9d10x2, 4-square splash

The TIE Avenger is the direct result of the TIE Advanced prototype research that was performed with the TIE Advanced x1 most notably driven by Darth Vader. That ship's capabilities were measured against how well it performed in combat, leading to the development of this vessel.

                This ship broke the standard Imperial starfighter doctrine by having a hyperdrive and shield generators, greatly enhancing the survivability of the pilot. With the increased weapon load-out and engine capabilities, this became a very powerful weapon in the hands of a good pilot. This ship was given to loyal, elite fighter squadrons who could operate independently from carrier vessels and strike deep into Rebel-controlled territories.

CAPABILITIES

The TIE(ad) Avenger is a huge step up from the TIE(in) starfighter. Only the best pilots could use the ship to its greatest potential, and was given only to the best pilots. It is much faster than an X-Wing and more heavily armored than an A-Wing, combining the best of both in one package. It could be used in a variety of roles, to include superiority starfighter, interceptor and strike vessel. With the included hyperdrive, this fighter can be deployed independently of parent units and provide critical flanking capabilities in combat.

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Mon, 24 May 2010 12:14:46 -0500 http://community.wizards.com/lazlo_toth/blog/2010/05/24/tie_avenger_(from_tie_fighter_game) http://community.wizards.com/lazlo_toth/blog/2010/05/24/tie_avenger_(from_tie_fighter_game) One of the missed TIE variants in the TIE fighter game is the TIE(ad) Avenger. I had a lot of fun flying these ships in the game.

Sienar Fleet Systems TIE Avenger                        CL 10

Huge starfighter

Init +14; Senses Perception +8

Defenses Ref 23 (flat-footed 15), Fort 24; +3 armor

hp 90; DR 10; SR 30; Threshold 34

Speed fly 16 squares (max. velocity 1,450 km/h), fly 6 squares (starship scale)

Ranged laser cannons +8 (see below) or

Ranged proton torpedoes +8 (see below)

Fighting Space 3x3 or 1 square (starship scale); Cover Total

Base Atk +5; Grp +29

Atk Options autofire (laser cannons), fire-link (proton torpedoes)

Abilities Str 38, Dex 26, Con --, Int 16

Skills Initiative +14, Mechanics +8, Perception +8, Pilot +14,

        Use Computer +8

Crew 1 (expert); Passengers none

Cargo 70 kg; Consumables 2 days; Carried Craft none

Hyperdrive x2, limited navicomputer (10-jump memory)

Availability Military; Cost not available for sale

 

Laser cannons (pilot)

Atk +8 (+3 autofire), Dmg 6d10x2

 

Proton torpedoes (pilot)

Atk +8, Dmg 9d10x2, 4-square splash

The TIE Avenger is the direct result of the TIE Advanced prototype research that was performed with the TIE Advanced x1 most notably driven by Darth Vader. That ship's capabilities were measured against how well it performed in combat, leading to the development of this vessel.

                This ship broke the standard Imperial starfighter doctrine by having a hyperdrive and shield generators, greatly enhancing the survivability of the pilot. With the increased weapon load-out and engine capabilities, this became a very powerful weapon in the hands of a good pilot. This ship was given to loyal, elite fighter squadrons who could operate independently from carrier vessels and strike deep into Rebel-controlled territories.

CAPABILITIES

The TIE(ad) Avenger is a huge step up from the TIE(in) starfighter. Only the best pilots could use the ship to its greatest potential, and was given only to the best pilots. It is much faster than an X-Wing and more heavily armored than an A-Wing, combining the best of both in one package. It could be used in a variety of roles, to include superiority starfighter, interceptor and strike vessel. With the included hyperdrive, this fighter can be deployed independently of parent units and provide critical flanking capabilities in combat.

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Mon Calamari MC 90 Cruiser In the ongoing work on the New Republic Campaign Guide, here's the MC90 Mon Cal Cruiser.

Mon Calamari MC90 Star Cruiser

Mon Calamari MC90 Star Cruiser                              CL 22

Colossal (cruiser) capital ship

Init -1; Senses Perception +6

Defenses Ref 17 (flat-footed 14), Fort 56; +14 armor

hp 2100; DR 20; SR 300; Threshold 256

Speed fly 4 squares (starship scale)

Ranged  6 turbolaser batteries +17* (see below) and

        6 heavy ion cannon batteries +17* (see below) and

        2 tractor beam batteries +17* (see below) and

        1 proton torpedo battery +17* (see below)

Fighting Space 2x2 (starship scale); Cover Total

Base Atk +2; Grp +68

Abilities Str 103, Dex 16, Con --, Int 19

Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1,

        Use Computer +6

Crew 6,165 (skilled); Passengers 1,700

Cargo 30,000 tons; Consumables 2 years; Carried Craft 72 starfighters (12 are recon starfighters), 2 stock light freighters

Hyperdrive x1 (backup x9), navicomputer

Availability Military; Cost not available for sale

 

Turbolaser battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg 9d10x5

Heavy ion cannon battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg 7d10x5 ion

Proton torpedo battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg 9d10x5

Tractor beam battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg – (grapple +68)

 

The MC90 Star Cruiser was the first Mon Calamari cruiser to be designed from the keel up as a warship and not as a conversion from another type of vessel. Built to equal an Imperial-class star destroyer, the MC90 was also built to accommodate the many varied species who would crew the ship besides Mon Calamari. The Command Center was constructed as a bubble which the pilot or captain may get an all-around view of the battlefield around him. Admiral Ackbar was not fond of this design, as it seemed it would be easy to exploit by enemy forces. This ship was the first in what would be labeled by the New Republic as the New Class program. The first MC90, the Defiance, was completed just before the first battle of Mon Calamari.

 

CAPABILITIES

The MC90, though one of many Mon Calamari designs shipped during the New Republic era, was built as a front-line heavy combatant, as well as a command ship. They were used as Flagships of numbered fleets, and were typically kept in patrol around key, core worlds of the New Republic.

                Tactical Fire: The MC90 is a command ship and designed to lead ships into battle. As a standard action, the ship may forgo all attacks to provide allies within a 2-square radius around itself. The ship designates a 2x2 target square within 5 squares of the MC90. All allies in a 2-square radius of the MC90 receive a +2 bonus on attack rolls to enemy ships in that designated area. Range is measured from the MC90.

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Sat, 15 May 2010 14:12:26 -0500 http://community.wizards.com/lazlo_toth/blog/2010/05/15/mon_calamari_mc_90_cruiser http://community.wizards.com/lazlo_toth/blog/2010/05/15/mon_calamari_mc_90_cruiser In the ongoing work on the New Republic Campaign Guide, here's the MC90 Mon Cal Cruiser.

Mon Calamari MC90 Star Cruiser

Mon Calamari MC90 Star Cruiser                              CL 22

Colossal (cruiser) capital ship

Init -1; Senses Perception +6

Defenses Ref 17 (flat-footed 14), Fort 56; +14 armor

hp 2100; DR 20; SR 300; Threshold 256

Speed fly 4 squares (starship scale)

Ranged  6 turbolaser batteries +17* (see below) and

        6 heavy ion cannon batteries +17* (see below) and

        2 tractor beam batteries +17* (see below) and

        1 proton torpedo battery +17* (see below)

Fighting Space 2x2 (starship scale); Cover Total

Base Atk +2; Grp +68

Abilities Str 103, Dex 16, Con --, Int 19

Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1,

        Use Computer +6

Crew 6,165 (skilled); Passengers 1,700

Cargo 30,000 tons; Consumables 2 years; Carried Craft 72 starfighters (12 are recon starfighters), 2 stock light freighters

Hyperdrive x1 (backup x9), navicomputer

Availability Military; Cost not available for sale

 

Turbolaser battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg 9d10x5

Heavy ion cannon battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg 7d10x5 ion

Proton torpedo battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg 9d10x5

Tractor beam battery (5 gunners)

Atk +17 (-3 against targets smaller than Colossal),

Dmg – (grapple +68)

 

The MC90 Star Cruiser was the first Mon Calamari cruiser to be designed from the keel up as a warship and not as a conversion from another type of vessel. Built to equal an Imperial-class star destroyer, the MC90 was also built to accommodate the many varied species who would crew the ship besides Mon Calamari. The Command Center was constructed as a bubble which the pilot or captain may get an all-around view of the battlefield around him. Admiral Ackbar was not fond of this design, as it seemed it would be easy to exploit by enemy forces. This ship was the first in what would be labeled by the New Republic as the New Class program. The first MC90, the Defiance, was completed just before the first battle of Mon Calamari.

 

CAPABILITIES

The MC90, though one of many Mon Calamari designs shipped during the New Republic era, was built as a front-line heavy combatant, as well as a command ship. They were used as Flagships of numbered fleets, and were typically kept in patrol around key, core worlds of the New Republic.

                Tactical Fire: The MC90 is a command ship and designed to lead ships into battle. As a standard action, the ship may forgo all attacks to provide allies within a 2-square radius around itself. The ship designates a 2x2 target square within 5 squares of the MC90. All allies in a 2-square radius of the MC90 receive a +2 bonus on attack rolls to enemy ships in that designated area. Range is measured from the MC90.

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Carida Continuing info from the NR Campaign Guide, Carida, for your edification...

1f5c50e34eaa409ccf39c4fee26c8a19.jpg?v=201601

Carida

Region: Colonies

Climate: Temperate

Gravity: High (1.98)

Moons: 2

Length of Day: 25 standard hours

Length of Year: 357 local days

Sapient Species: 75% Caridan (native), 23% Human, 2% droids

Government: Council of Merchants and Military Administration

Capital: Academy of Carida

Major Exports: Military personal, military technology, industrial goods, foodstuffs

Major Imports: Military recruits, industrial sub-assemblies

 

Carida is home to the Imperial Academy which Luke Skywalker dreamed of going to before fate stepped in. For 5,000 years, Carida has graduated an endless supply of highly trained officers for the galaxy's militaries. They served the Republic through the Clone War, and was officially turned over to the Empire when Palpatine came to power.

                Many notable officers graduated from Carida, to include Shira Brie, Natasi Daala, Soontir Fel, Kyle Katarn, Han Solo and Dash Rendar. Another cadet by the name of Zeth Durron also studied there. When Kyp Durron, under the influence of Exar Kun arrived with the Sun Crusher to see Zeth, Kyp was told that Zeth was dead. Enraged, Kyp fired a resonance torpedo, destroying Carida's sun. He was then told that Zeth was actually alive. Kyp raced to rescue him but the blast wave from the destruction of Carida's sun ripped the planet apart before he could do anything.

 

Knowledge (Galactic Lore)

DC

Result

10

Carida is well-known as the center of military training for thousands of years.

20

The MT-AT was designed here, and the AT-AT was first tested here by General Veers.

20

One of Carida's Moons was accidentally blown up as a prank by Cadet Mako Spince.

30

Kyp Durron's brother, Zeth was a student here, and his death was what caused Kyp Durron to destroy the Caridan System.

 

Knowledge (Social Sciences)

DC

Result

10

Carida is home to the Caridan, the native species of Carida.

15

Caridans are known as a mercantile people and are good bargainers and traders.

20

Carida is ruled by a Council of Merchants in concert with the local military administration from the Empire.

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Sun, 09 May 2010 19:53:29 -0500 http://community.wizards.com/lazlo_toth/blog/2010/05/09/carida http://community.wizards.com/lazlo_toth/blog/2010/05/09/carida Continuing info from the NR Campaign Guide, Carida, for your edification...

1f5c50e34eaa409ccf39c4fee26c8a19.jpg?v=201601

Carida

Region: Colonies

Climate: Temperate

Gravity: High (1.98)

Moons: 2

Length of Day: 25 standard hours

Length of Year: 357 local days

Sapient Species: 75% Caridan (native), 23% Human, 2% droids

Government: Council of Merchants and Military Administration

Capital: Academy of Carida

Major Exports: Military personal, military technology, industrial goods, foodstuffs

Major Imports: Military recruits, industrial sub-assemblies

 

Carida is home to the Imperial Academy which Luke Skywalker dreamed of going to before fate stepped in. For 5,000 years, Carida has graduated an endless supply of highly trained officers for the galaxy's militaries. They served the Republic through the Clone War, and was officially turned over to the Empire when Palpatine came to power.

                Many notable officers graduated from Carida, to include Shira Brie, Natasi Daala, Soontir Fel, Kyle Katarn, Han Solo and Dash Rendar. Another cadet by the name of Zeth Durron also studied there. When Kyp Durron, under the influence of Exar Kun arrived with the Sun Crusher to see Zeth, Kyp was told that Zeth was dead. Enraged, Kyp fired a resonance torpedo, destroying Carida's sun. He was then told that Zeth was actually alive. Kyp raced to rescue him but the blast wave from the destruction of Carida's sun ripped the planet apart before he could do anything.

 

Knowledge (Galactic Lore)

DC

Result

10

Carida is well-known as the center of military training for thousands of years.

20

The MT-AT was designed here, and the AT-AT was first tested here by General Veers.

20

One of Carida's Moons was accidentally blown up as a prank by Cadet Mako Spince.

30

Kyp Durron's brother, Zeth was a student here, and his death was what caused Kyp Durron to destroy the Caridan System.

 

Knowledge (Social Sciences)

DC

Result

10

Carida is home to the Caridan, the native species of Carida.

15

Caridans are known as a mercantile people and are good bargainers and traders.

20

Carida is ruled by a Council of Merchants in concert with the local military administration from the Empire.

0 Comments - Leave a Comment
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SWRPG New Republic Campaign Guide ca4f31f8fbe58daa2efaedf45fdd0e06.jpg?v=6400It's been a few months and now it's time to get back into action. Since Wizard's announcement about the future of the RPG and Minis line, several posters at d20 Radio have decided to put together a New Republic Campaign Guide. This is a fan-made sourcebook and looks to be awesome when it's done. You can take a look at the thread for it here...

If you'd like to contribute, please contact Oldscool at the d20Radio forums. Comments are always welcome!

Here's a copy of Luke during the Jedi Academy trilogy that I wrote up for it.

Luke Skywalker, Head of the Jedi Praxeum

After the Battle of Endor, Luke Skywalker was kept very busy for the next few years, at first serving as a general in the New Republic at Bakura and Mindor, then retiring his commission and working on honing his skills as a Jedi Knight.

                Luke is tested frequently, by temptation from the reborn Emperor Palpatine, to confrontation by the military genius and power of Grand Admiral Thrawn. He is attacked and reluctantly allied by Mara Jade. He encounters the witches of Dathomir.

                In time, Luke realizes he needs to heed the advice given to him years ago by Master Yoda: "Pass on what you have learned." With permission from the New Republic government, Luke established the Jedi Praxeum on Yavin IV. With the existing buildings of the ancient Massassi temples, he built his New Order of Jedi Knights. He then went out to find new students, finding them from all walks of life.

Luke Skywalker                                                                   CL 15

Medium Human Jedi 7/scout 1/ace pilot 2/Jedi Knight 4/Jedi Master 1

Destiny 4; Force 12; Dark Side 3

Init +15; Senses Perception +14

Languages Basic, Binary, Huttese

Defenses Ref 32 (flat-footed 29), Fort 31, Will 30; Block, Deflect, Elusive Dogfighter, Evasion, Vehicle Dodge +1, Vehicular Combat

hp 141; Threshold 31

Immune fear effects

Speed  6 squares

Melee lightsaber +18 (2d8+11) or

Melee lightsaber +18 (2d8+13) with both hands or

Melee lightsaber +13/+13 (2d8+13) with Double Attack

Ranged blaster pistol +16 (3d6+7)

Base Atk +13; Grp +16

Atk Options Double Attack (lightsabers), Melee Defense, Severing Strike

Special Actions Djem So, Elusive Dogfighter, Redirect Shot, serenity, Shake it Off

Force Powers Known (Use The Force +19) farseeing, Force grip, mind trick, move object, rebuke, surge

Force Techniques Force Point Recovery, Improved Move Light Object

Abilities Str 14, Dex 17, Con 14, Int 14, Wis 14, Cha 16

Special Qualities build lightsaber

Talents Block, Deflect, Djem So, Elusive Dogfighter, Evasion, Force Pilot, Redirect Shot, Severing Strike, Weapon Specialization (lightsabers)

Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Melee Defense, Shake it Off, Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple)

Skills Endurance +14, Initiative +15, Mechanics +14, Perception +14, Pilot +15 (may Use the Force +19 instead), Ride +15, Survival +14, Use the Force +19

Possessions blaster pistol, cybernetic prosthesis, flight suit (+0 armor, +1 equipment), lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), Jedi Robes

 

Luke Skywalker Encounters

At this point in his career, Luke is an experienced and well-trained Jedi Knight. He is at the beginning of his tenure as a Jedi Master. Not fully sure how to train his students in the classical way without the resources of the original Jedi Order, he devises new methods which make it easier for him to handle many students at once.

                Luke is a humble master, and is willing to take counsel from any source to help rebuild the Jedi to its former glory. He is willing to do what it takes to do the right thing, and knows his limits when it comes to facing the Dark Side of the Force. Though aged by the trials he's faced over the years, there is still the trace of the farmboy from Tatooine, filled with wonder at the mysteries of the universe.

0 Comments - Leave a Comment
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Sat, 01 May 2010 08:22:04 -0500 http://community.wizards.com/lazlo_toth/blog/2010/05/01/swrpg_new_republic_campaign_guide http://community.wizards.com/lazlo_toth/blog/2010/05/01/swrpg_new_republic_campaign_guide ca4f31f8fbe58daa2efaedf45fdd0e06.jpg?v=6400It's been a few months and now it's time to get back into action. Since Wizard's announcement about the future of the RPG and Minis line, several posters at d20 Radio have decided to put together a New Republic Campaign Guide. This is a fan-made sourcebook and looks to be awesome when it's done. You can take a look at the thread for it here...

If you'd like to contribute, please contact Oldscool at the d20Radio forums. Comments are always welcome!

Here's a copy of Luke during the Jedi Academy trilogy that I wrote up for it.

Luke Skywalker, Head of the Jedi Praxeum

After the Battle of Endor, Luke Skywalker was kept very busy for the next few years, at first serving as a general in the New Republic at Bakura and Mindor, then retiring his commission and working on honing his skills as a Jedi Knight.

                Luke is tested frequently, by temptation from the reborn Emperor Palpatine, to confrontation by the military genius and power of Grand Admiral Thrawn. He is attacked and reluctantly allied by Mara Jade. He encounters the witches of Dathomir.

                In time, Luke realizes he needs to heed the advice given to him years ago by Master Yoda: "Pass on what you have learned." With permission from the New Republic government, Luke established the Jedi Praxeum on Yavin IV. With the existing buildings of the ancient Massassi temples, he built his New Order of Jedi Knights. He then went out to find new students, finding them from all walks of life.

Luke Skywalker                                                                   CL 15

Medium Human Jedi 7/scout 1/ace pilot 2/Jedi Knight 4/Jedi Master 1

Destiny 4; Force 12; Dark Side 3

Init +15; Senses Perception +14

Languages Basic, Binary, Huttese

Defenses Ref 32 (flat-footed 29), Fort 31, Will 30; Block, Deflect, Elusive Dogfighter, Evasion, Vehicle Dodge +1, Vehicular Combat

hp 141; Threshold 31

Immune fear effects

Speed  6 squares

Melee lightsaber +18 (2d8+11) or

Melee lightsaber +18 (2d8+13) with both hands or

Melee lightsaber +13/+13 (2d8+13) with Double Attack

Ranged blaster pistol +16 (3d6+7)

Base Atk +13; Grp +16

Atk Options Double Attack (lightsabers), Melee Defense, Severing Strike

Special Actions Djem So, Elusive Dogfighter, Redirect Shot, serenity, Shake it Off

Force Powers Known (Use The Force +19) farseeing, Force grip, mind trick, move object, rebuke, surge

Force Techniques Force Point Recovery, Improved Move Light Object

Abilities Str 14, Dex 17, Con 14, Int 14, Wis 14, Cha 16

Special Qualities build lightsaber

Talents Block, Deflect, Djem So, Elusive Dogfighter, Evasion, Force Pilot, Redirect Shot, Severing Strike, Weapon Specialization (lightsabers)

Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Melee Defense, Shake it Off, Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple)

Skills Endurance +14, Initiative +15, Mechanics +14, Perception +14, Pilot +15 (may Use the Force +19 instead), Ride +15, Survival +14, Use the Force +19

Possessions blaster pistol, cybernetic prosthesis, flight suit (+0 armor, +1 equipment), lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), Jedi Robes

 

Luke Skywalker Encounters

At this point in his career, Luke is an experienced and well-trained Jedi Knight. He is at the beginning of his tenure as a Jedi Master. Not fully sure how to train his students in the classical way without the resources of the original Jedi Order, he devises new methods which make it easier for him to handle many students at once.

                Luke is a humble master, and is willing to take counsel from any source to help rebuild the Jedi to its former glory. He is willing to do what it takes to do the right thing, and knows his limits when it comes to facing the Dark Side of the Force. Though aged by the trials he's faced over the years, there is still the trace of the farmboy from Tatooine, filled with wonder at the mysteries of the universe.

0 Comments - Leave a Comment
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