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Kiero
2007-06-13, 08:51 AM
The statting to SAGA (http://forum.rpg.net/showthread.php?t=338475) isn't my work, but the original character inspirations (http://forum.rpg.net/showthread.php?t=280610) are (mostly). So I'll quote them.

They were all for a Dark Times (ie between the trilogies) game, thus few Jedi but quite a few once-Jedi.


A while ago Kiero asked what a dozen PC/NPC ideas from his Wushu Star Wars would look like statted up in d20 RCR. Well, in prep for converting my gang's PCs I dug up the list and did them up in Saga rules.

House Rules:
I use the alien species conversions and the Entertainment rules from this site - http://sagaconversions.mattylee.com/
I also use Skywalker's modified Dodge feat.

Dodge - Pre-Req: Dex 13+
Once per round (as a reaction) you may negate one a weapon hit against you by making a sucessful Initiative check. The DC of the check must exceed the attack roll you wish to negate.

Any other minor tweaks will be mentioned in the write ups.

Note on abbreviations:
WP - weapon proficiency
WF - weapon focus
ST - Skill Training (feat)
SF - Skill Focus (feat)
(reroll) - may reroll associated skill once, must take second result
(take 10) - may Take 10 on this skill regardless of circumstances
Know (x) - Knowledge skill (subskill)


Kel Ameth


A Zabrak of Iridonian extraction, Kel is a businesswoman first and foremost. She inherited her ship and trading rights from her retiring uncle and has plied the Hydian Way and Braxant Run for almost a decade. A tough and resourceful woman, she's learned hard lessons about doing business with less than scrupulous types, specialising in low-volume, high-value cargoes. Though she prefers to talk her way out of strife, the blaster at her hip has seen some desparate times. She prizes her independence, but is finding the burden of Imperial bureacracy increasingly onerous by the year.

While she tries to treat true with her clients, a number of recent bad debtors have left her out of pocket and in trouble with her creditors. One of whom is a Black Sun-affiliated vigo, and not a being to trifle with. She's taken on some risky charters of late to make up the slack before the sum is called in. If it comes to it, she has quite a few favours she could call in to help her out, but that's a last resort. Meanwhile there's a payday waiting to be earned somewhere...

RCR: Kel was a noble/scoundrel multi with a lot of the soft feats that didn't make it into the new rules but she works well in the new system anyway.

Kel Ameth
Medium Zabrak, Female
Noble 6/ Scoundrel 4
Destiny: 10 (no path chosen) Force: 10 DSP: 1
Init: +12 Senses: Perception +6
Speaks: Basic, Bocce, Duro, Zabrak, choose 3 more

Defenses: REF 24 (22 flat), FORT 21, WILL 24; Dodge
hp: 49; Threshold 21

Speed: 6
Heavy Blaster Pistol +10 ranged, 3d8+5, inaccurate (no long range band)
Atk Options - Point Blank Shot, Careful Shot, Precise Shot
Sp. Actions - Born Leader, Coordinate, Fool's Luck, Dodge

Abilities: STR 9, DEX 14, CON 11, INT 14, WIS 12, CHA 16
Talents: Born Leader, Connections, Coordinate, Fool's Luck, Spacehound
Feats: Dodge, Linguist, Point Blank Shot, Precise Shot, Quick Draw, Running Attack, SF: Know (Bureaucracy), SF: Persuasion, SF: Pilot, ST: Initiative, WF: Pistols, WP: Pistols, WP: Simple
Skills: Deception +13, Gather Information +13, Initiative +12, Know (Bureaucracy) +17, Know (Galactic Lore) +12, Perception +6 (may reroll once), Persuasion +18, Pilot +17, Use Computer +17
Racial Abilities: Heightened Senses, Superior Defenses
Possessions: Heavy Blaster Pistol, Comlink. Datapad, inherited light freighter, inherited debt to Black Sun vigo.



Fynn Rossik


Born of the Core world of Kuat, a young Fynn was expected to go somewhere in his life. He started out well enough, earning a scholarship to a prominent university in his teens. His parents, high-ups in the Imperial bureaucracy were proud. He excelled in technical studies of computers, droids, electronics and the like. But it was his ability to get around the censorship measures imposed on the HoloNet that led to his downfall.

He unearthed so-called subversive material cataloguing the excesses and atrocities of the New Order, and made contact with resistance groups. His activities were discovered and he spent a short time in a COMPNOR-sponsored "re-education" facility. He was eventually released, deemed cured of his sympathies. It was then he found out his girlfriend had been sent to the spice mines of Kessel, a virtual death sentence. No one was willing to fly there, and he had no idea how he was going to break her out either. So he vowed to do as much damage to the Empire as he could, launching economic attacks then making a break for the Outer Rim. Since then he's hired out his skills as a slicer and tech specialist to anyone who can pay.

RCR: Fynn was a Tech Specialist and Scoundrel. I avoided making him the Master Slicer prestige class because the class was too weak compared to remaining in the base classes.

*note* Fynn uses my Expanded Slicer talent tree.

Fynn Rossik
Medium Human, Male
Scoundrel 10
Destiny: 10 (Rescue); Force: 13; DSP: 1
Init: +11; Senses: Perception +9
Speaks: Basic, Duro, High Galactic, Skakoverbal, Binary (understand only), Huttese, Bocce, Zabrak, choose 1 more

Defenses: REF 23 (22 flat), FORT 20, WILL 20; Dodge
hp: 53; Threshold: 20

Speed: 6
Blaster Pistol +8 ranged, 3d6+5 energy
or 2 Blaster Pistol +3 ranged/+3 ranged, 3d6+5 energy/3d6+5 energy (Double Attack)
Atk Option - Charging Fire, Double Attack, Point Blank Shot
Sp. Action - Dodge

Abilities: STR 11, DEX 13, CON 10, INT 18, WIS 9, CHA 12
Talents: Deceptive Slicer, Gimmick, Knack (Use Computers), Master Slicer, Trace
Feats: Charging Fire, Dodge, Double Attack, Force Boon, Linguistics, Mobility, Point Blank Shot, SF: Deception, SF: Know (Technology), SF: Use Computers, ST: Stealth, WP: Pistol, WP: Simple
Skills: Deception +16, Gather Information +11, Initiative +11, Know (Bureaucracy) +14, Know (Galactic Lore) +14, Know (Technology) +19, Perception +9, Persuasion +11, Stealth +16, Use Computers +19 (can substitute for Deception with machine intelligences, may substitute for Gather Information, may reroll twice)

**Deceptive Slicer (Expanded Slicer tree) - allows character to substitute Use Computers for Deception skill with regards to machine intelligences. The character is considered trained in Deception for the purposes of these actions.


Gol Inrull


To all appearances Gol Inrull was just another Duro pilot and spacer, typical of the species who had once been credited with inventing the hyperdrive. Before the New Order changed the histories to credit a human that is. He moves around a lot, never staying anywhere too long and picking up work where he can get it. Because Gol has a secret, one that could get him killed.

He was once a Jedi. Not a fully-fledged one, but a failed apprentice. When it came time to be chosen as a Master's Padawan, Gol was passed over. No one was interested in training him any further, his destiny wasn't as glorious as other students. His piloting skill and wanderlust earned him a place in the ExplorCorps, where he flew Jedi and their associates all around the Outer Rim. His minor talents with the Force merely augmented his mundane abilities. Then came the Great Jedi Purge, and everyone connected with the Order was hunted down and murdered. Only by changing his identity and staying on the move was Gol able to survive. He's cynical and sarcastic, and his early Force training allows him to turn any improvised weapon into something deadly.

RCR: The original Gol was a Guardian/Scout mix, but the change in Force Sensitivity means I can do away with the Jedi levels altogether and simply build him as a Scout with some Ace Pilot thrown in. The power Force Strike (which replaces Battlemind) would be a good addition here (buy it with the Force Training feat at level 12).

Gol Inrull

Medium Duro, Male
Scout 7/ Ace Pilot 3
Destiny: 10 (no path chosen); Force: 11
Init: +13 (reroll); Senses: Perception +12 (can reroll once)
Speaks: Basic, Duro, Sullust

Defenses: REF 27 (24 flat), FORT 23, WILL 22; Dodge
hp: 77; Threshold: 23

Speed: 6
Sporting Blaster Rifle +10 ranged, 3d8+5 energy, accurate
Atk. Options - none
Sp. Actions - Shake It Off, Vehicular Combat, Juke, Evasion

Abilities: STR 10, DEX 17, CON 13, INT 12, WIS 14, CHA 10
Racial Abilities: Expert Pilot (reroll)
Talents: Acute Senses, Evasion, Fringe Savant, Improved Initiative, Juke, Spacehound, Vehicle Dodge +1
Feats: AP: Light, Dodge, Force Sensitive, SF: Pilot, Shake It Off, ST: Endurance, ST: Use The Force, Vehicular Combat, WP: Pistol, WP: Rifle, WP: Simple
Skills: Endurance +11, Initiative +13 (reroll), Know (Galactic Lore) +11, Perception +12 (reroll), Pilot +13 (reroll), Stealth +13, Survival +13, Use The Force +10

Posessions - Sporting Blaster Rifle w/Scope, Comlink, Flight Suit, Scout Ship


Sienn Tarkona


Like many female Twi'leks, Sienn was once property. As a teen she was sold to a Hutt to pad out his entourage with dancers, leaving her homeworld of Ryloth. One of the Hutt's retinue was a scheming sort and in secret had Sienn trained in various combat techniques, focused around the blaster, for the day when he would spring his surprise coup. But the cunning courtier was discovered and fed to the Hutt's akk dogs before his plans could come to fruition. Sienn's training, on the other hand, was never uncovered.

When she saw her opportunity to make a break for freedom, she took it. Making use of the combat training and her peak physical, she escaped the Hutt's lair with embarrassing secrets about the crimelord. Selling these to a rival, she made enough credits to get off-planet and start her life on the run. Disguises and charm often serve her well, but she is more than capable of looking after herself in a stand-up fight. Now she works to break up Hutt slaving operations and stay one step ahead of their bounty hunters whenever she can.

RCR: I built Sienn twice under the old system, once as a pure dancer (she hadn't had her Hutt assassin training yet) and again as an unarmed dancer/assassin. This time around she's back to the original intent and description.

Tactics: make 'em flat footed, use point blank shots + devastating strikes + sneak attack. As she goes up in level, more Sneak Attack talents and the Double Attack/Triple Attack/Triple Crit feats. Stick with a hold out blaster for concealment.

Sienn Tarkona
Medium Twi'lek, Female
Scoundrel 8/ Gunslinger 2
Destiny: 10 (Rescue); Force: 11; DSP: 1
Init: +13; Senses: Perception +12, Lowlight Vision
Speaks: Basic, Ryl, Lekku (hidden language), Huttese

Defenses: REF 27 (24 flat), FORT 21, WILL 21; Dodge
hp: 49; Threshold: 21

Speed: 6
Holdout Blaster Pistol +12 ranged, 3d4+6 energy, inaccurate (no long range band), concealed (DC 20 Perception check to find)
or Holdout Blaster Pistol +10 ranged, 4d4+6 energy, inaccruate, concealed (Rapid Fire)
Atk. Option - Acrobatic Strike, Dastardly Strike, Deceptive Shot, Point Blank Shot, Sneak Attack +1d6
Sp. Action - Distraction

Abilities: STR 14, DEX 17, CON 9, INT 12, WIS 9, CHA 15
Racial Abilities: Deceptive, Great Fortitude, Lowlight Vision
Talents: Entertainer, Dastardly Strike, Deceptive Shot, Disruptive, Sneak Attack +1, Trusty Sidearm +1
Feats: Acrobatic Strike, Dodge, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, SF: Deception, WF: Pistols, WP: Adv Melee, WP: Pistols, WP: Simple
Skills: Acrobatics +13, Deception +17 (reroll), Initiative +13, Persuasion +12, Stealth +13

Possessions - dancing costume, fake slave restraints, concealed holdout blaster


Todra Chin


A former soldier from Elrood, Todra was swept up in the Clone Wars when her home planet seceded from the Republic at the start of the conflict. The consummate professional, her talent was recognised and she was transferred to a Separatist Commando unit. She spent the war engaged in covert ops, sabotage missions and the occasional deep strike and surprise raid against important Republic installations. For three years she lived and breathed war. Then it was all over, the deaths of both Count Dooku and General Grievous and the subsequent surrender of the CIS meant she was without a cause. Yet she had never been defeated in open battle, not even when the vaunted Jedi made an appearance.

Since the end of the war she's plied her trade as a mercenary, avoiding the new Galactic Empire where possible. They're no better than the Republic who betrayed her world and started the war that caused so much devastation and misery to people who just wanted to get on with their own lives. Several times now she's worked for resistance groups and separatist concerns opposing the Imperial juggernaut.

RCR: Originally Soldier/Scout/Elite Trooper - and it's still a good combo. She's a juggernaut and only getting more powerful.

Todra Chin
Medium Human, Female
Soldier 4/ Scout 4/ Elite Trooper 2
Destiny: 10 (Destruction); Force: 11; DSP: 2
Init: +11; Senses: Perception +14 (+2 equipment), Lowlight Vision
Speaks: Basic, Neimodian

Defenses: REF 29 (26 flat), FORT 27; WILL 23; +3 from armor
hp: 95; Threshold: 27; DR: 1; Delay Damage

Speed: 4 in armor, normally 6
Heavy Blaster Rifle +11 ranged, 3d10+5, autofire/single
or HBR +11 melee, 1d6+7 blunt (Gun Club)
or Bayonette +11 melee, 1d6+8 piercing
or HBR +1 melee, 1d6+7 blunt and Bayonette +1 melee, 1d6+7 piercing (Gun Club)
or
Electrostaff +11 melee, 2d6+8 energy
or 2 Electrostaff +1 melee/+1 melee, 2d6+7 energy/2d6+7 energy
or
Unarmed +11 melee, 1d6+2 blunt
Atk Options - Point Blank Shot, Demolitionist, Gun Club
Sp. Actions - Evasion, Delay Damage

Abilities: STR 12 (14 in armor), DEX 15, CON 15, INT 12, WIS 14, Cha 8
Racial: Bonus Feat, Bonus Trained Skill
Talents: Armored Defense, Delay Damage, Demolitionist, DR 1, Evasion, Gun Club, Improved Armored Defense, Improved Stealth
Feats: AP: Light, AP: Medium, Improved Defenses, Martial Arts I, Point Blank Shot, Shake It Off, ST: Perception, ST: Stealth, Toughness, WP: Adv Melee, WP: Heavy, WP: Pistol, WP: Rifle, WP: Simple
Skills: Climb +12, Endurance +12, Initiative +12, Know (Tactics) +11, Perception +12, Stealth +12 (reroll)

Possessions: Corellian Powersuit w/Helmet systems, Heavy Blaster Rifle with bayonette, electrostaff


One of my favorite characters:


Preenu Omas


Preenu started out life as a Jedi, recruited to the Order as an infant from her home of Onderon. While a promising student and gifted in the Force, she struggled with a fiery temper. Her Master thought she could deal with her anger, but an incident in training proved her wrong. Preenu hurt another Padawan badly after losing control and was expelled from the Order.

Putting her time as a Jedi behind her, she turned her attention to law enforcement and her talent for investigation. As an undercover peace officer on Coruscant she found herself free to follow her own moral compass and bring about change for the better. Her past experience put her in good stead for fighting crime in the lower reaches of the city. When Order 66 came and bounty hunters tried to kill her, she disappeared into the lowest depths and hid for several months before getting off-planet. She's a no-nonsense ex-cop as quick to talk her way out of trouble as reach for a blaster or stun baton (or indeed lightsaber, her stun baton is actually a disguised lightsaber with a Force-trigger switch).

RCR: Originally a Jedi/Scoundrel walking the fine line between Light and corruption (originally she wa one DSP away from becoming tainted). Now she's added some Noble for the social talents.

Why has she gone without a visit from the Inquisition? Who says she hasn't? She's got a mantle of the Dark Side about her - she's either just slipped through the cracks of imperial bureaucracy or she's being watched from afar by those willing to show her what true power she can wield...

Preenu Omas

Medium Human, Female
Jedi 5/ Scoundrel 3/ Noble 2
Destiny: 10 (Corruption); Force: 10; DSP 4; Strong in the Force
Init: +13 (reroll); Senses: Use The Force +12
Speaks: Basic, Dosh, Duro, Huttese, Lekku (understand only), Huttese, Rodian

Defenses: REF 25 (22 flat), FORT 21, WILL 22; Deflect
hp: 79; Threshold 21; Resilience

Speed: 6
Lightsaber +12 melee, 2d6+5 energy; Deflect
Heavy Blaster Pistol +11 ranged, 3d8+5 energy; inaccurate (no long range band)
Unarmed +11 melee, 1d6+5 blunt
Atk Options - Presence, Running Attack
Sp Actions - Deflect, Resiliance

Abilities: STR 10, DEX 16, CON 12, INT 14, WIS 10, CHA 14
Racial: Bonus Feat, Bonus Trained Skill
Talents: Deflect, Force Perception, Knack (Initiative), Power of the Dark Side, Presence, Resilience, Build Lightsaber
Feats: Force Sensitive, Force Training x3, Linguist, Martial Arts I, Running Attack, ST: Persuasion, ST: Stealth, Strong In The Force, Weapon Finesse, WP: Lightsabers, WP: Pistols, WP: Simple
Skills: Acrobatics +13, Endurance +11, Initiative +13 (reroll), Perception +10, Persuasion +12, Stealth +13, Use The Force +12 (can substitute for Perception)
Powers: Dark Rage, Mind Trick, Surge

Posessions - Lightsaber (self-made), Heavy Blaster Pistol, Comlink (secure to Coruscant Security)

This character should be human, my concept was, but Bahama'at preferred the exotic alien route. People might like the variety anyway:


Noa Salm-Saar


Noa's Force sensitivity was discovered when he was a baby, and in accordance with the traditions of the Jedi Order he was removed from his family and taken to Coruscant. A natural with the physical sides of the Force, he followed the warrior path mastering the Ataru form and several martial arts. Like many Padawans in the Clone Wars, he lost his Master in the fighting and so was never put forward for the Trials.

A wounded Noa was in a field hospital away from the front when Order 66 came through. One of the Jedi Commanders managed to get a message through to him before they were killed and he made a break for freedom. He's spent the past three years laying low, looking for any sign of survivors. He's been unsuccessful in this, though has met with several resistance groups. He sees them as the best chance at preserving the ideals he cherishes, and while he won't admit it, avenging the slain.

RCR: I decided to go the exotic alien route with Noa, making him a Blood Carver and the combo was frightening if horribly min-maxed. The changes to the Force rules meant I had to build him from scratch (in the other cases I just imported their classes/levels/ability scores over and tweaked them). He's still a monster of a melee combatant but he needs a couple more levels to get his game back up.

Noa Salm-Saar
Medium Blood Carver, Male
Jedi 7/ Jedi Knight 3
Destiny: 10 (Corruption); Force: 11; DSP: 0
Init: +19; Senses: Perception +11
Speaks: Basic, Batorese, Binary (understand only), Ithorian

Defenses: REF 26 (22 flat), FORT 22, WILL 23; Block, Deflect, Dodge, Lightsaber Defense +1
hp: 86; Threshold 22; Equilibrium

Speed: 6
Lightsaber +16 melee, 2d8+9 energy
or Lightsaber +16 melee, 2d8+13 energy (two handed)
Atk Options - Acrobatic Strike, Sneak Attack +3d6
Sp Actions - Block, Deflect, Dodge, Equilibrium, Lightsaber Defense +1

Abilities: STR 12, DEX 18, CON 10, INT 14, WIS 12, CHA 8
Racial: Sneak Attack (+1d6 at level 1, +1d6 per 5 levels), Flexible Body (reroll Acrobatics)
Talents: Ataru Form, Block, Clear Mind, Deflect, Equilibrium, Lightsaber Defense +1, Sneak Attack +3d6, Build Lightsaber
Feats: Acrobatic Strike, Combat Reflexes, Dodge, SF: Acrobatics, SF: Initiative, SF: UTF, Weapon Finesse, WF: Lightsaber, WP: Lightsaber, WP: Simple
Skills: Acrobatics +19 (reroll), Initiative +19, Perception +11, Use The Force +19
Force Powers: none
Force Techniques: Force Point Recovery

Posessions - jedi utility belt, jedi robes, lightsaber (self-made)


Dace Arranda


From the ruined Telos IV, Dace Arranda left his birthworld as soon as he was able to. He signed on with a pioneer crew exploring and prospecting undeveloped worlds under a mandate from the Republic. His early experiences with Ithorian environmentalists and ecologists gave him a deep appreciation for nature and outdoor spaces. He adapted well to the rugged life and saw much of the wild beauty the galaxy has to offer.

All of that changed when the company was taken over Offworld, the same people who had despoiled his home. They were interested only in worlds with mineral resources to exploit, and plundered them once they were found. Dace resigned his commission with them in disgust, but found with the advent of the New Order that no exploration company was interested in sustainable development any more. Feeding the hungry Imperial military machine was paramount.

RCR: Dace was a Fringer turned Scout in the previous edition, flying around on his own. Here he's gone local, now fights guerilla style combat against those who would ruin the environment without thought.

Dace Arranda

Medium Human, Male
Scout 10
Destiny: 10 (Protect); Force: 10; DSP: 0
Init: +4; Senses: Perception +13 (reroll)
Speaks: Basic, Bocce, Ithor (mono only)

Defenses: REF 21 (21 flat), FORT 24, WILL 23
hp: 98; Threshold: 24; Shake It Off

Speed: 6; Surefooted
Sporting Blaster Rifle +7 ranged, 3d6+5 energy, accurate (no penalty at short range)
or SBR +5 ranged, 4d6+5 energy, accurate (Deadeye)
or SBR +8 ranged, 3d6+5 energy, accurate (Careful Shot)
or SBR +7 ranged, 4d6+5 energy, accurate (Deadeye + Careful)
Atk Options - Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Sniper
Sp Actions - Shake It Off

Abilities: STR 10, DEX 9, CON 14, INT 15, WIS 16, CHA 12
Racial: Bonus Feat, Bonus Trained Skill
Talents: Acute Senses, Fringe Savant, Healer, Improved Stealth, Surefooted
Feats: Careful Shot, Deadeye, Extra Second Wind, Point Blank Shot, Precise Shot, SF: Stealth, SF: Survival, Shake It Off, Sniper, ST: Perception, WF: Rifle, WP: Rifle, WP: Pistol, WP: Simple
Skills: Climb +10, Endurance +12, Know (Galactic Lore) +12, Know (Physical Science) +12, Perception +13 (reroll), Ride+9, Stealth +14 (reroll), Survival +18 (may substitute for Treat Injury), Swim +10

Possessions - survival kit, all-enviro cloak, macrobinoculars, aquabreather, sporting blaster rifle with scope

**Healer talent is from my Medic Technicial tree. Rules are as follows:
Healer
Pre-Req: Trained in Survival
By making a successful Basic Survival check, the character may substitute Survival for any Treat Injury task, except for Install Cybernetic Prosthesis. The character is considered trained in Treat Injury for the purposes of this check. These checks may be done without a medical kit/medpac without penalty.

The talent represents your ability to find local plants, herbs and other natural materials that assist in medicine and healing.


Yolanda Imsatad


Yolanda is a young politico from Contruum, an advanced world in the Expansion Region. Her family have a long history of public service with several Senators in her ancestry, most recently her grandfather who is the representative for Contruum. She knows people in high circles, and they know her.

While a member of all the right youth organisations and fora, Yolanda has secret Rebel sympathies. She's appalled at the heavy-handed and discriminatory policies of the New Order and the sundering of the Republic's ideals. Her background and apparent complicity in the Imperial machine leaves her above reproach, but she plays a dangerous game lending the nascent Rebellion aid and assistance.

From a young age Yolanda has been groomed to manage people, to take the lead and turn a situation to her advantage. Her oratory is well-polished and she knows how to deal with the high and the low. Building coalitions, steering group discussions, bringing people around to her way of thinking are all stock in trade.
As befits a young Senatorial, Yolanda has had the finest schooling in noble pursuits money can buy. That includes riding, shooting, fencing and boxing. She is particularly skilled with the vibrorapier. Private tutors have ensured Yolanda is well-versed in sciences, humanities and languages. It wouldn't do for an aspiring Senator to be ignorant of major areas of discourse, and not up to speed on current events.

RCR: Yolanda was a bit of a failure in the old system. Nobles just weren't that cool but with the Leadership and Influence trees...

Yolanda Imsatad
Medium Human, Female
Noble 10
Destiny: 10 (no path chosen); Force: 10; DSP: 0
Init: +10; Senses: Perception +11
Speaks: Basic, Bocce, Duro, High Galactic, Huttese, choose 4 more

Defenses: REF 22 (22 flat), FORT 22, WILL 24; Melee Defense
hp: 61; Threshold: 22

Speed: 6
Vibrorapier +7 melee, 2d6+4 slash/pierce
or 2 Vibrorapier +2 melee/+2 melee, 2d6+4 slash/piece / 2d6+4 slash/pierce (Double Attack)
Atk Options - Coordinated Attack, Improved Disarm, Melee Defense
Sp Actions - Born Leader, Coordinate, Inspire Confidence

Abilities: STR 9, DEX 10, CON 12, INT 16, WIS 13, CHA 16
Racial: Bonus Feat, Bonus Trained Skill
Talents: Born Leader, Connections, Coordinate, Inspire Confidence, Wealth
Feats: Coordinated Attack, Double Attack, Improved Defenses, Improved Disarm, Linguist, Melee Defense, SF: Know (Bureaucracy), SF: Know (Social Science), SF: Persuasion, WF: Adv Melee, WP: Adv Melee, WP: Pistol, WP: Simple
Skills: Gather Information +13, Initiative +10, Know (Bureaucracy) +18, Know (Galactic Lore) +13, Know (Social Science) +18, Perception +11, Persuasion +18, Pilot +10, Ride +10, Treat Injury +11

Possessions - Vibrorapier, fine clothing (several sets), protocol droid, personal yacht, etc.


Iello Charco


Charco started out as a petty crook and gang member on Nar Shadaa as a means of survival in that lawless place. Graduating from picking pockets to burglary and then to short cons, a teenage Charco was picked up by a grifter team scamming rich people out of their money. She learned the "rules of the con" and how to play a part in the elaborate schemes that earned big paydays.

She was never a big fan of the Empire, but as long as they left her alone they weren't a problem. Then her crew inadvertently relieved a resistance cell of their entire war chest. Desparate people taking foolish risks to obtain the materials they needed to survive. But they never got what they were after, and lost their resources too. The entire cell was wiped out in an Imperial raid. The rest of the crew shrugged and carried on - it's a harsh galaxy out there and everyone has to look after themselves. But Iella felt guilty, the first stirring of a conscience, and split. She's determined to make up for her part in those deaths.

Notes: Iello actually works better at a lower level than the others. Level 10 (the default) seems to make her a bit too much of the hero. People interested in using her may want to scale her back to level 4-5 or so and multiclass her out from there (to reflect her leaving the old ways behind), another path would be that she takes control of her gang, in which case dial her back to level 7 and take Crime Lord.

Iello Charco
Medium Human Female
Scoundrel 10
Destiny: 10 (Redemption); Force: 10; DSP: 1
Init: +11; Senses: Perception +12

Defenses: REF 25 (23 flat), FORT 20, WILL 24; Dodge, Mobility
hp: 42; Threshold: 20

Speed: 6
Blaster Pistol +8 ranged, 3d6+5 energy
Unarmed +8 melee, 1d6+5 blunt
Atk Options - Point Blank Shot, Quick Draw, Running Attack, Walk The Line
Sp Actions - Dodge, Mobility, Disruptive

Abilities: STR 10, DEX 13, CON 8, INT 16, WIS 14, CHA 15
Racial: Bonus Feat, Bonus Trained Skill
Talents: Disruptive, Fool's Luck, Gambler, Knack (Deception), Walk The Line
Feats: Dodge, Improved Defenses, Martial Arts I, Mobility, Point Blank Shot, Quick Draw, Running Attack, SF: Deception, SF: Stealth, Weapon Finesse, WP: Pistol, WP: Simple
Skills: Acrobatics +11, Deception +17 (reroll), Gather Information +12, Initiative +11, Know (Galactic Lore) +13, Mechanics +13, Perception +12, Stealth +16, Use Computers +13

Possessions: Blaster Pistol


Pedric Drase


Drase had once been a loyal Imperial subject, considering it an honour to be selected for Stormtrooper training on Carida. He participated in some of the most brutal suppression campaigns as the Empire cemented it's hold on recalcitrant worlds in the Inner Rim who failed to see which way the wind was blowing. He was mortally wounded in a mortar attack while part of an occupation force and transferred to an experimental medical facility.

Nothing could be done to heal him, the damage was too severe, all that remained intact was his head and upper torso. But they were able to rebuild him using the latest experimental cybernetics. They were about to erase his original memories and implant new ones to reinforce his loyalty to the Empire when the facility was attacked by the local resistance movement. He escaped in the ensuing chaos, but realised he could never go home. Never see his family or his wife again, never know the comforts of home. So he decided to put all this hardware to use and find an outlet for his anger in hunting down scum.

Notes: The rules for ability score enhancing cybernetics (instead of the standard replacement ones) hasn't been printed yet so I just bumped up his physicals. I actually used Pedric in my d6 game, he was a monster, pulling weapon after weapon. I built him here based on the Stormtrooper nonheroic - as written he makes a good minor villain/henchman. To make him BBEG or PC material, swap out the nonheroics for Soldier.

Pedric Drase
Medium Human Male (Cyborg)
Nonheroic 4/Scout 3/Bounty Hunter 3
Destiny: 10 (Destruction); Force: 11; DSP: 8
Init: +8; Senses: Perception +8 (reroll), lowlight, darkvision, +2 from equipment

Defenses: REF 23* (21 flat), FORT 27, WILL 21; Vulnerable to Ion
*his base REF is 27 but wearing his armor and without the Armored Defense talent, he's stuck with taking the lower +6 armor bonus.
hp: 80; Threshold: 27; Vulnerable to Ion

Speed: 6
Blaster Carbine +10 ranged, 3d8+5 energy, inaccurate (no long range band)
Unarmed +11 melee, 1d6+8 blunt
Atk Options - Familiar Foe +1, Hunter's Mark, Power Attack
Sp Actions - none

Abilities: STR 17, DEX 14, CON 17, INT 13, WIS 12, CHA 8
Racial: Bonus Feat, Bonus Trained Skill
Talents: Acute Senses, Familiar Foe +1, Expert Tracker, Notorious, Hunter's Mark
Feats: AP: Light, Martial Arts I, Power Attack, SF: Endurance, WF: Rifle, WP: Pistol, WP: Rifle, WP: Simple
Skills: Endurance +18, Gather Information +9, Survival +11

Possessions - Stormtrooper Armor + Helmet systems (modified to accomodate prosthesis), Blaster Carbine, grenades, cybernetic prosthesis (both arms, both legs, eye with scope)

Kiero
2007-06-14, 05:54 AM
Nothing? No comments from anyone? No one even remotely curious about the system?

TheGreatJabu
2007-06-14, 12:04 PM
I think the problem is that there's not enough people who own Sagas yet. Those who DO just look at the examples in the book, and those who DON'T haven't realized how different the system is from the old rules. :smallconfused:

Matthew
2007-06-14, 09:18 PM
I think the problem may be the huge length of the post. Too many characters for me to take in comfortably. Looks interesting. Is it just me or have they flattened all the saves out?

Kiero
2007-06-15, 05:15 AM
They're even conveniently separated into blocks for each character which are a different colour to the main body, not like it's a solid mass of text.

I'm guessing few people having SAGA is a factor too.

clarkcd
2007-06-15, 12:33 PM
For me it's because I'm a player who doesn't read much of the EU so I have no interest in NPCs I've never heard of. Since most people are players I would venture a guess that most people wouldn't be interested in such a thread.

I could be wrong though.

TheGreatJabu
2007-06-15, 12:35 PM
I think the problem may be the huge length of the post. Too many characters for me to take in comfortably. Looks interesting. Is it just me or have they flattened all the saves out?

Yes they have. All saves are based directly off of your character level, with modifiers for attributes, classes, and feats.

So it's CL + Ability Mod + class mod + others, basically.

Generally, EVERYTHING is more directly linked to your character level now. You can even perform untrained cross-class skills at a respectable modifier.

Matthew
2007-06-15, 01:01 PM
Hah hah! That's great. I do hope they incorporate that into Fourth Edition D&D along with an end to Iterative Attack nonesense, then it'd look more like my House Ruled (A)D&D Game... Yeah, thanks for clearing that up, very interesting. Looks very similar to the saves in my games now. [Edit] I take it that's 10 + CL + Attribute Modifier + Class Modifier + Misc?

clarkcd
2007-06-15, 01:44 PM
I take it that's 10 + CL + Attribute Modifier + Class Modifier + Misc?

For the defenses (changed name from saves) yeah it's base 10 plus all that jazz.

b][TheGreatJabu[/b] mentioned skills and they work like this:

1/2 CL + Attribute Modifier + Misc (where misc usually equals 0, 5 for trained, 5 for skill focus or 10 for trained and skill focus).

Matthew
2007-06-17, 02:23 PM
So, I was looking over Kel Ameth and she seems like a good Smuggler Character and all, but I was wondering, is Initiative now a static score and what does Speed 6 mean? Also, Perception 6, I take it that is 1/2 Character Level + Wisdom Modifier and that it combines Spot and Listen?

Amiria
2007-06-17, 05:21 PM
So, I was looking over Kel Ameth and she seems like a good Smuggler Character and all, but I was wondering, is Initiative now a static score and what does Speed 6 mean? Also, Perception 6, I take it that is 1/2 Character Level + Wisdom Modifier and that it combines Spot and Listen?

Initiative is a skill in Saga. You still roll a d20 + the modifier.

Speed is counted in squares in Saga. 6 squares are 30 ft., just like in D&D.

Yes, Perception is the universal senses skill in Saga and it works like you said, 1/2 character level + Wisdom modifier (+ trained skill bonus) (+ skill focus bonus).

Matthew
2007-06-17, 05:24 PM
Right. It looks like 90% of these Characters have taken Initiative as a Skill. By the by, how is the Jedi pushing his Initiative up to +19?

Amiria
2007-06-17, 05:35 PM
level +5, trained skill +5, skill focus +5, dex +4

19

Matthew
2007-06-17, 05:45 PM
Right, I see. Thanks for clearing that up for me. Not sure I like this element of Saga, but it's not the worst way to approach this. Surprisingly similar to my House Ruled (A)D&D Game again, where Non Proficiency means a -4 Penalty, Focus means a +4 Bonus and Characters can invest a number of Skill Points up to their level. Similar scale, different detail.

Pendragonx
2007-06-18, 03:19 PM
nice work, Kiero! This could be great for a quick NPC in my SW game! Thanks

Matthew
2007-06-18, 11:07 PM
Having had a bit more time to look these over, I agree. It's always nice to have ready made NPCs. I lament the fact that we don't see more like this in the Homebrew Forum.