I'm about to convert the old thread to a PDF file so it's not lost. And I was wondering if the Illustrious Wizo would be willing to post it in this forum as an attachment, so this really can be just a continuation of the old thread.
(Shame he can't move the entire thread... It was a good source for random NPCs. :D )
I may copy/paste some favoroite chracters from the old forum myself if I ever finish these bloody wankers on my plate presently...
My pain will almost certainly result in a universally acceptable system for awarding bonus feats that will not up set the game...
Here's what I'm thinking
Sympathy-based bonus feats redux...
membership has its rewards...up to +5 anyway...heroes who join a faction & remain in good standing may select a suitable bonus feat at for each point of sympathy up to +5...provided a teacher can be found, the GM is willing to cut you on a given feat & the character is willing to pay one of any number of very steep prices in return, from steep prices in aliteral sense to perilous missions to loyalty unto death, depending...alternately, maybe they become available only at +1, +3, +5, in which case I'd likely give all characters an extra bonus feat at 1st level....
No formal faction=no extra feat under this system...and what you have access to falls into GM control territory...
Appearance Kyp walks and talks like the budding Corellian rock star he is. That is to say he swaggers quite a bit. On the thin side, he's marked by his unruly blonde dreds and his ever-present red-tinted shades.
Personality He's arrogant, but sharp as a razor. He's silver tongued when need be, and sometimes just downright manipulative. He's got a moral compass somewhere in there but its accompanied by a vicious streak.
As a thief he's rapidly requiring a reputation for innovative and audacious tactics favoring disguise and misdirection to set up a climactic fit of violence.
His musical style is reminiscient of early 1990s rock (think Guns N Roses) and he goes by the stage name of "Slash". His songs frequently carry an anti-Imperial message.
History Kyp is the blacksheep middle son of a ultra-wealthy Corellian industrialist (His older brother is a Imperial Navy Officer, his younger brother is a "Emperor's Youth" type, and his sister was a student at the University of Alderaan and is presumed dead). Turned off by his aristocratic detachment and disgusted by the fascist New Order, he became a regular on Corellia's local rock scene, playing guitar in various local clubs.
Following the presumed death of his sister on Alderaan Kyp became increasingly estranged from his father and became outright enemies with his zealous younger brother.
Shortly after the rebel victory at Yavin Kyp went out to play at a local club. The club was raided by stormtroopers and, in the process, Kyp killed one and became a fugitive.
Turning his back on his father who refused to accept Kyp's account of the event, Kyp made his way to the Salaris Syndicate's (the corporation his father is CEO of) headquarters and attempted to steal a ship to escape the planet on. Although the attempt to steal that ship failed, Kyp succeeded in faking his death, accomplishing a huge amount of damage, and stowing away on an outbound freighter.
Whent he freighter arrived at its destination, the planet of Sullussha, he killed both pilots and made off with an amount of goods. He played a couple club dates while attempting to book discreet passage to the Rim. Finally, an attempt by several bounty hunters (hired by his father) to ambush him during a club show resulted in both an incredible show (rolled a natural 20 on the entertain roll during the ambush) and an incredible firefight ranging up and down the upscale shopping district.
Kyp managed to escape to the Rim and hooked up with a Hutt crimelord who sponsered Kyp's new scheme. Leading a small group of thugs and in disguise as his father, Kyp returned to Corellia, snuck into the Syndicate's corporate HQ and engineered a theft of several hundred thousand credits worth of hi tech equipment, a job Kyp claimed would have exceeded 1 million if the Hutt had given him the full amount of support he asked for.
Now respected as a budding talent in the underworld and with a mounting reputation as thief, guitarist and fugitive, Kyp became involved with a mysterious fat eccentric and his search for an obscure painting. Kyp stole the painting from an out of the way museum and delivered it to the man, only to discover that the fat man was not his original contact. He promptly stole the painting back (along with 3 others) and kidnapped the fat man, employing the local imperial garrison while in disguise as a member of the Imperial Intelligence Service.
Kyp fled to Bespin where he established a "safehouse" for himself and the other two people in his party: a twi'lek girl who had been with him since the original club episode, and a Wookie, whom he purchased and freed from the Hutt who was using him as a gladiator.
Kyp is currently on Coruscant, where he is in the process of secretly making his first album. His father and the Empire still hunt him...
Our campaign exists about 4000 years before the NJO. It is a party of mostly Jedi. Odan-Ruu, a 99 year old male Draethos is my character. Before becoming a Jedi, he spent his early years traveling across the galaxy exploring every planet he could go to and making accurate descriptions of those planets. He hopes to be a leading cartographer of both worlds and star systems, along as being informed of almost any intellectual (or non) subject. As his species is inclined to do, Odan spends most of his time engulfed in studying anything he can get. He hopes to help build numerous Jedi Libraries and make sure that knowledge is kept sacred and available to all. He is 6 feet 4 inches tall, not strong, has a light gray skin color (matches his panther somewhat), and about 190 pounds. Odan is a well-mannered, even tempered individual, resorting more to wits than to combat (disregard 3 levels of Jedi Guardian ). Being a telepath and able to communicate with almost every living being, Odan has become a worldly man, trying to put everything in its place. While on Corellia, spending about 8 years on the planet, he managed to rescue a baby female sand panther, from the hands of poachers who would have killed it for its silver fur. The panther whom he named Nicole, was gracious to Odan, and since Odan was able to communicate with it telepathically, the two could work together. Nicole became Odan's familiar and the two make a formidable pair. Odan who had a particular nack for the force, decided to become a Jedi, which brought him into the group of other Jedis. His master tells Odan to hold back from using his telepathic abilities, which Odan peacefully, yet resentfully does. After dabbling in the Jedi ways and knowledge, Odan finally decided that he shouldn't be held back, and should be able to hone in on his telepathic abilities, thus becoming a true telepath and leaving the Jedi order. Odan's loyalty still lies with the Jedi and he hopes to return to the ways of the Jedi, after having completed his telepathic training. He hopes to become a great Jedi Scholar and learn everything possible.
Odan-Ruu: Adult Male Draethos. Jedi Guardian 3/ Jedi Scholar 1/ Telepath 1. Init +2 (+2 Dex); Def 19 (+2 Dex, +6 Class, +1 Species); Spd 10m; VP/WP 38/14; Atk +3 melee (1d3); +5 melee lightsaber (2d8); +5 ranged blaster pistol (3d6); SQ: Deflect (defense +1), deflect (attack -4), Low-light Vision (species), Scholarly Knowledge +2, Mind Probe, Telepathy (species), Thought Sensor. SV Fort +5, Ref +6, Will +9; SZ M; FP 1; DSPs 0; Rep: +2; Str 11, Dex 15, Con 14, Int 16, Wis 18, Cha 13.
Equipment: Blaster Pistol, Jedi Robes/Draethos Robes, Loaned Yellow Lightsaber, Credit Chip, High Density Storage Data Pad, Parts for building HDSDP.
Skills: Computer Use +5, Diplomacy +1, Handle Animal 8/2 =4, Knowledge Worlds +5, Knowledge Jedi Lore +5, Knowledge Starships +5, Knowledge Military/Tactics +1, Knowledge Alien Species +1, Knowledge Government +1, Knowledge Nobility +1, Knowledge Trade Routes +1, Knowledge Wilderness +1, Knowledge Sith +1, Profession Thinktank +1, Sense Motive +6, Spot +1. *Note GM allowed use of Handle Animal As cross-class skill due to characters backstory. Odan will most likely take the cosmopolitan feat to make it a class skill.
Force Skills: Battlemind +3, Empathy +3, Enhance Ability +4, Heal Self +4, Move Object +5, See Force +2.
*Note All Values For skills are Ranks in that skill only, not the total modifier. Only class skills with ranks listed.
Feats: Endurance, Force-Sensitive, Iron Will, Perfect Memory, Weapon Finesse Lightsaber.
Force Feats: Ater, Control, Sense
Nicole (after very very good looking female friend ) Female Corellian Sand Panther. Silver Fur. Predator 4 (not domesticated); Init +2 (+2 Dex); Def 22 (+10 natuarl, +2 Dex); Spd 16m; VP/WP 26/ 14, Atk +13 melee (1d6+5, 2 claws), +7 melee (1d8+5, bite) or +6 ranged; SQ: Poison, pounce, rake attack, scent; +8 Species Bonus on Move Silently and Hide Checks; SV Fort +6, Ref +6, Will +2; SZ M; Rep 1; Str 21, Dex 15, Con 14, Int 3, Wis 13, Cha16.
Skills: Climb +10, Hide +14, Jump +10, Listen +8, Move Silently +14, Spot +5. *Note Clarification. This is as per described in first Alien Anthology. Would Move silently and Hide already be factored in, or would the values be 22 now due to the +8 species bonus?
Force Skills: Affect Mind +6, Battlemind +13, Drain Energy +10, Empathy+5, Enhance Ability +10, Enhance Senses +7, Fear +4, Force Defense +5, Force Grip +6, Force Stealth +10, Force Strike +6, Heal Self +4, Illusion +16, Move Object +21, See Force +10
Here are two characters from my own expanded universe. Enjoy.
Grado the Hutt: Male Noble 4; Init -2; Def 11 (+4 class, -1 size, -2 Dex); Spd 2m; VP/WP 24/14; Atk +3 melee (1d3+1, punch), or +0 ranged; SQ Bonus class skill (Intimidate), coordinate +1, inspire confidence, resource access, +6 Will saves against mind affecting Force powers; SV Fort +3, Ref +1, Will +7; SZ L; FP 0; Rep +2; Str 13, Dex 6, Con 14, Int 15, Wis 16, Cha 16.
Description: Grado is considered quite handsome, for a Hutt. And he believes himself to be above the scum and villainy which characterizes many of his species. He is inordinately proud of his skills as a horticulturist, and loves to show off his garden to visitors, whom he expects to be generous with their praise. Perhaps he even believes his own hype. Truth be told, however, though he models himself after the genteel crimelord in the acclaimed holovid The Slugfather, he is in reality just as petty and vicious as the next Hutt - and his garden is filled with poisonous flowers, and carnivorous mantaas plants, some of them so large that a disobedient Gamorrean has been known to disappear down their stalks.
Quote: Chuba refuso hees me bargon! (I'll make him an offer he can't refuse.)
Feela Incarna: Female Twi'lek Scoundrel 1; Init +0; Def 12 (+2 class); Spd 10m; VP/WP 6/10; Atk -1 melee (1d3-1, punch), or +0 ranged; SQ Illicit barter, low-light vision; SV Fort +0, Ref +2, Will +0; SZ M; FP 1; Rep +0; Str 9, Dex 11, Con 10, Int 12, Wis 11, Cha 18.
Equipment: Small subspace radio, dancing outfits, security kit.
Description: To all appearances, Feela Incarna is an ordinary Twi'lek dancing girl, with alluring violet skin and piercing blue-green eyes. In reality, she is an undercover agent for Republic Intelligence, keeping tabs on activity in Hutt space. It is a dangerous assignment, and the inexperienced agent relies more on guile and charm than brute force to defend herself against the many unscrupulous deviants she comes across in her line of work.
Quote: Big-time outlander, me dance good. Me dance long 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)