Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 9, 2007 0:30:30 GMT -5
As I said in the other thread, I'm putting the rest of the NPCs here, so that you all can find the new posts more easily. Starting with:
Maeve female Zeltron, Jedi Consular 6 / Telepath 10
Str 11, Dex 14, Con 14, Int 18, Wis 12, Cha 24. 105 vitality, 14 wounds. Fort+11, Ref+10, Will+13 (or +23 vs. mind-influencing effects). Initiative +3, Defense 31 (+10 class, +2 dex, +9 natural armor). DR 9, or DR 18 vs. Lightsabers (Orbalisk Armor, 90% body coverage). Speed 16m. Rep +4. Attacks: +14/9/4 melee (3d8, crit 19-20, Lightsaber*). DSP: 17, Force Points: 12 *Maeve has built her own lightsaber Feats: Force-Sensitive, Alter, Control, Sense, Combat Expertise, Frightful Presence, Heroic Surge 4/day, Force Mastery, High Force Mastery, Force Mind, Master Mind, Link, Dissipate Energy, Sith Sorcery, Drain Force, Form VI Mastery.
Class/racial abilities: Empathy, Pheromones, Deflect (defense +1, attack -4, extend), Increased lightsaber damage +1d8, Thought sensor, Mind probe, Psychic citadel, Mind shard, Thought bomb, Neural storm, Psychic scourge, Receptacle*, Psychic Avatar.
*Maeve's receptacle is a red ruby on the bottom of her lightsaber hilt.
Skills: Bluff +18, Diplomacy+12, Entertain (dance) +9, Gather Information +9, Handle Animal +9, Intimidate +18, Knowledge (Sith lore) +12, Sense Motive +12, Affect Mind +19, Empathy +11, Enhance Ability +15, Farseeing +8, Fear +23, Force Stealth +24, Friendship +20, Heal Self +16, Illusion +25, Telepathy +17, Control Mind +25, Drain Knowledge +16.
Alchemical Alterations: +9 natural armor, +6 meters speed, Mask.
Equipment: Lightsaber, Sith holocron, Sith talisman, Orbalisk armor (90% body coverage).
Maeve was the true leader of the Orbalisk Club, although she nominally shared the position with Moff Bacchus Vanekk, to whom she posed as consort. Maeve preached to her followers that the division of the Force into Light and Dark by the Jedi is imaginary. She insisted that the Jedi and Sith see things in black and white, and both have an extremely limited view of the universe.
In truth, Maeve planned to depose Emperor Palpatine and seize the throne for herself. As an avid student of the Sith ways, and planned to use her superior knowledge of the ancient Sith in her war to usurp the throne.
Maeve received her training from Count Dooku while he was head of the Confederacy of Independent Systems. Having heard the story of Darth Plagueis from his master, Dooku knew that he could not trust Darth Sidious too far. And he dreamed that someday he could oust his own master and become the Dark Lord of the Sith. So in addition to apprentices such as Asajj Ventress and Sev'rance Tann that he employed in the Clone Wars themselves, he took on a secret apprentice: a young Zeltron girl whose Force potential he discovered. That she was about the same age at the time as the Jedi's vaunted "chosen one" Anakin Skywalker seemed perfect irony to him. Unlike Dooku's other apprentices and allies, Maeve did know the secret identity of Darth Sidious, as her master Darth Tyranus planned to use her as a weapon against his own master.
Much of Maeve’s training from Count Dooku consisted of Jedi techniques, as Dooku had once been a renowned Jedi Master. He also passed on some of his knowledge of Sith ways, although in this area Dooku was but himself an apprentice. When Dooku was killed by Anakin Skywalker over Coruscant, Maeve suspected treachery. Her suspicions were apparently confirmed some time later when Skywalker became Darth Vader. And so Maeve vowed that she would depose these Sith Lords. And if she became Empress by doing so, then so much the better.
To accomplish this lofty goal, she knew that she would have to master the ancient powers of the Sith, many of them long lost with time. So she studied on her own for many years, visiting old Sith catacombs and seats of power in the old Sith Empire. Her research brought her into contact with an Arkanian by the name of Jaro Korvata, a student of the long-lost art of Sith alchemy. Seeing not just a fellow student of forbidden arts, but a potent tool to use against her enemies, Maeve quickly brought him into her small but growing group of followers. She found that, as long as she could keep him properly supplied with the means to gather knowledge and practice his experiments, he was easily controlled.
To further strengthen her cause, she fell in with a young Imperial Moff named Bacchus Vanekk. Like most Imperial bureaucrats, Vanekk had a boundless ego and wealth to spare. He also possessed a small amount of Force sensitivity. By teaching him the barest bit of control of these abilities, Maeve was able to gain access to his boundless wealth, amassed from overtaxing the citizens and businesses of his sector, particularly his home planet of Acanth. When she gathered her followers and formed them into the Orbalisk Club, she was perfectly willing to grant Vanekk nominal leadership of the organization. She knew where the real power lay. And when Vanekk was arrested by the Turks on Geonosis, she simply cleaned out his private accounts and left him to rot in their prison.
Having met Sin Shai, Maeve discovered a potentially powerful tool in her personal war against the Empire. She attempted to gain the confidence of Sin and his friends, all the while plotting how she might best turn their efforts toward her own end. She asked Jaro Korvata to prepare a dose of an ancient Sith poison she learned about through a holocron, the same that had been used to turn the Jedi Ulic Qel-Droma to the dark side millennia before. However, she never found the opportunity to infect him with it.
Finally, as Maeve began to believe she had the tools in place to make her coup, she realized that she needed an army. Knowing that the Orbalisk Club would never grow in size enough to challenge the Empire itself, she chose to assemble a battle droid army. To that end, she found and salvaged a crashed Trade Federation ship on Geonosis, and then struck a deal with native Geonosians to create more droids for her in a secret factory that they were building. To test their effectiveness, she used the droid army to attack her own homeworld of Zeltros, believing that the weak Imperial presence there would make for a relatively safe testing ground.
After her near defeat by Torin Koon in that battle, Maeve decided that she needed to become stronger. So she underwent a series of alterations to her body from ancient Sith alchemical techniques, to increase the toughness of her skin and the quickness of her body. The alchemical techniques left her horribly deformed and hideous, but Jaro Korvata was able to cover the deformities with a one-time masking, similar to what Palpatine used to hide his own disfigurement. She became even further ravaged after meeting Torin again in the ruins of Freedon Nadd's tomb on the moon of Dxun, where she was knocked into a secret Orbalisk breeding pit she had discovered. Only the extreme damage-resisting ability of the Orbalisks' shells protected her from the explosion that left her temporarily trapped beneath the rubble of the breeding chamber.
Drowning in orbalisks and near death, Maeve discovered that the legends were true; the creatures were forming a symbiotic relationship with her body and healing her wounds before her very eyes. That did not, however, change the fact that she was buried under untold amounts of rubble. So she summoned a psychic avatar of herself and appeared to Dakris Karrik, her lieutenant now overseeing the rest of her droid army (and in the process of stealing a battleship from Cato Neimoidia, where the Neimoidians were trying to remilitarize in secret), and commanded him to come excavate her. Now stronger than ever, she used the last of her rapidly dwindling wealth to purchase an expensive and highly illegal cloaking device on the black market and equipped it on the battleship, with which she headed to Endor.
The rest of the story you know: the cloaked battleship snuck through the shield at Endor behind the Tydirium, and from there Maeve landed her battle droid army on the surface to distract Sin and the Turks, whom she knew to be on the surface, while she boarded the Death Star with Dakris and his personal transport with a small strike team of droids. From there, they planned to assassinate Emperor Palpatine, Darth Vader, and Luke Skywalker should they succeed in bringing him aboard, and then seize control of the Death Star's crew with her telepathic abilities. The plan was foiled, however, when the distraction failed and her enemies boarded the Death Star and tracked her to the Emperor's throne room, where Sin ended Maeve's dreams of revenge and conquest once and for all.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 9, 2007 0:44:53 GMT -5
Jaro Korvata male Arkanian, Force Adept 3 / Dark Side Devotee 7
Str 8, Dex 14, Con 20, Int 20, Wis 20, Cha 14. 106 vitality, 20 wounds. Fort+11, Ref+8, Will+15. Initiative +2, Defense 32 (+8 class, +2 dex, +12 natural armor). Speed 16m. Rep +4. Attacks: +7 melee (1d6-1, crit 20, 2 claws) or +5 melee (2d4-1, crit 20, horns). DSP: 35, Force Points: 9
Feats: Force-Sensitive, Alter, Control, Sense, Infamy, Skill Emphasis: Alchemy, Skill Emphasis: Drain Knowledge, Skill Emphasis: Force Lightning, Dissipate Energy, Force Mastery, Sity Sorcery, Cosmopolitan: Intimidate
Class/racial abilities: Dark side talisman +2, Force weapon +1d8.
Skills: Intimidate +16, Knowledge (Sith lore) +18, Listen +10, Sense Motive +7, Spot +10, Alchemy +25, Drain Knowledge +25, Transfer Essence +19, Affect Mind +8, Enhance Ability +11, Farseeing +13, Fear +15, Force Defense +4, Force Lightning +18, Heal Self +8, Move Object +11, See Force +10, Teelpathy +12.
Alchemical Alterations: +12 natural armor, +6 meters speed, darkvision 20 meters, added horns, added claws, +2 wisdom, -2 strength.
Equipment: Sith alchemical apparatus
True to his species’ reputation, Jaro was a mad scientist of sorts. Specifically, he was an expert in ancient Sith alchemy. He was also proficient in several other ancient Sith powers, including draining knowledge from the minds of others. He also studied the theoretical process of transferring his essence into another being, and believed he could accomplish the task.
Jaro was a member of the Orbalisk Club, though he never bothered to attend the gatherings. Instead, he generally remained within his laboratory on Acanth, where he practiced his Sith alchemy. There, he created seven doses of Sith poison for Maeve, who planned to use them on Sin Shai or any other potential candidates to lure them to the dark side.
In fact, Jaro actually led the Orbalisk Club’s expedition to Korriban to retrieve the alchemical apparatus from the crypts there. While there, Jaro personally killed two Turks that were trying to procure the device for Emperor Palpatine. This action gained him the personal enmity of Chan, the leader of the Turks.
When Maeve asked him to alter her with his alchemical techniques after their debacle on Zeltros, Jaro complied, toughening her skin and quickening her reflexes at the cost of horrible disfigurement. Fortunately, he was able to mask the deformities with an ancient alchemical masking technique, similar to that by which Palpatine disguised his own disfigurement during his time as Senator of Naboo and Supreme Chancellor of the Republic.
Inspired, Jaro decided to experiment on his own body as well. In addition to performing the same techniques that he had done to Maeve, he also granted himself night vision, added horrific claws and horns to his body to grant himself a frightening appearance, and sapped his physical strength to increase his mental prowess.
All of this proved futile when he and Maeve ran into the Turks on Dxun, however. Although very hardy even for his species, Jaro was overwhelmed and killed while attempting to fight off the Imperial forces.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 9, 2007 1:18:39 GMT -5
Dakris Karrik male Anzat, Force Adept 3 / Dark Side Marauder 10
Str 14, Dex 17, Con 16, Int 18, Wis 16, Cha 12. 125 vitality, 16 wounds. Fort+9, Ref+9, Will+9. Initiative +7, Defense 24 (+9 class, +3 dex, +2 dodge). DR 3 (customized combat jumpsuit). Speed 10 meters. Rep +6. Attacks: +15/10/5 melee (2 damage, stun DC 17 or 1d6+2, stun DC 19, personalized Merr-Sonn Z2 stun baton) or +16/11/6 ranged (3d8-3, crit 20 or stun DC 22, customized BlasTech DY-225 heavy blaster pistol) DSP: 8, Force Points: 8
Feats: Force-Sensitive, Alter, Control, Sense, Burst of Speed, Force Speed, Rage, Heroic Surge 2/day, Improved Initiative, Infamy, Martial Arts, Improved Martial Arts, Defensive Martial Arts, Power Attack, Stealthy, Track, Weapon Focus: blaster pistol, Weapon Focus: stun baton
Class/racial abilities: Anzati tracking, Hypnosis, Proboscises
Skills: Craft (blasters) +6, Hide +12, Listen +9, Sense Motive +8, Spot +7, Survival +5, Affect Mind +11, Drain Energy +8, Enhance Ability +13, Enhance Senses +5, Fear +18, Force Defense +11, Force Stealth +11, Heal Self +15, Illusion +11, See Force +12 (or +22 to track), Telepathy +12
Equipment: personalized Merr-Sonn Z2 stun baton, customised BlasTech DY-225 heavy blaster pistol, customized combat jumpsuit, SoroSuub Hush-98 comlink, field kit, datapad, credit chip containing 4,000 credits.
Dakris Karrik was an assassin-for-hire, whose preferred method of killing was cornering his victims alone in alleys, corridors or wherever they can disappear with little notice and immobilizing them with his stun baton or his blaster pistol so that he could suck out their life force.
Dakris had expensive tastes, and used his job payoffs to purchase state-of-the-art equipment, often heavily modified to suit his personal tastes. He liked to travel in style, often hiring luxury transport when possible, until he made enough money to purchase his own starship. However, when chasing prey, Dakris always tried to remain inconspicuous, which often meant foregoing his lavish lifestyle, albeit temporarily.
Dakris, who successfully hid his Anzati nature, was trained in the Dark Side of the Force to become a member of the Emperor’s Royal Guard. However, rather than engage in a fight to the death as part of the initiation, Dakris met with his opponent-to-be and drank his "soup," as the Anzati call the life force they drain from people, then proceeded to make his escape and sell his services.
After successfully shedding his identity, Dakris worked as both a bounty hunter and an assassin (though he preferred killing rather than having to bring people in alive), and even successfully hunted Jedi and other Force-sensitives for the Empire, in addition to contracts for Hutt crime lords and others.
Like most Anzati, Dakris kept his true nature secret, allowing others to see him as human. On the few occasions anyone ever suspected his true nature, Dakris influenced their minds to keep his secret, or simply eliminated them if they wouldn't be missed.
In combat, Dakris usually tried to stun his opponent before moving in to feed with his proboscises, either with his heavily modified BlasTech DY-225 Heavy Blaster Pistol from a distance, or his Merr-Sonn Z2 Stun Baton in melee, if necessary. Though he preferred to take victims this way, Dakris was perfectly willing to kill with blaster fire if need be, especially when facing multiple opponents (a situation he always tried not to find himself in). If he knew he will have to face multiple opponents, Dakris would hire thugs to even the odds, and try to isolate one person from the opposing group (usually targeting Force-users first).
When contracted to kill, Dakris explained the apparent lack of wounds on the victim’s body by claiming that he liked to suffocate them after stunning. If any of his employers ever doubted this explanation, they never spoke of it.
Eventually, Dakris discovered the Orbalisk Club. Not only did he agree with its philosophy, but it provided numerous opportunities for him to feed. Although Maeve was well aware of his preying on her people, she considered him a useful enough tool to ignore it so long as he stayed away from the important members. Indeed, once he proved his usefulness, she even made Dakris one of her lieutenants.
In fact, Dakris was in charge of the droid army during its invasion of the planet Zeltros. He was wounded when the Turks Torin Koon and Rena infiltrated the royal palace and attacked him, though he got partial revenge on Rena later by inserting his proboscises through her nose and beginning to drink her life force. He was interrupted by Torin, and reluctantly forced away from his meal.
After their escape from Zeltros, Maeve sent Dakris and the remains of her droid army to Cato Neimoidia, where he was able to steal a battleship from a group there that was trying to remilitarize and rebuild the Trade Federation. With this ship in hand, he flew to the Onderon system, where he resued Maeve from the rubble of Freedon Nadd's tomb on Dxun.
From there, the battleship went to Endor, where with the aid of a cloaking device it slipped through the shield behind the shuttle Tydirium. After deploying the droid army down to the planet below, Dakris brought Maeve and a droid strike team onto the Death Star aboard his personal transport, a Corellian YT-1900 freighter. Unfortunately, the ship was badly damaged in the docking bay when security forces scrambled against the invading ship, and it crashed into a wall.
Once aboard the Death Star, however, Dakris led the strike team on a bloody march through the corridors until they were able to locate the Emperor's personal chambers. At this point, Dakris separated from the rest of the team while they set up their ambush. He took a small force to the superlaser control center, and incapacitated the command crew there. After draining their "soup," he discovered that his communications were somehow blocked. So he headed toward the secure turbolift that the Emperor's personal staff used to access his throne room, and forced one of the Imperial guards to let him onto the elevator.
Unfortunately for Dakris, the lift made one stop before arriving at the Emperor's personal quarters. And on that one stop, Darth Vader and Emperor Palpatine boarded the lift. After forcing his identity from him, Darth Vader killed Dakris, whose body spilled out of the lift immediately upon its arrival in the throne room.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 9, 2007 1:35:33 GMT -5
I think that's good enough for tonight. I'll post a few more tomorrow or the next day. But I'll also leave y'all with a few little points of trivia. First, as I mentioned Sunday, Dakris Karrik there was the very first NPC I built for this campaign. He was originally only level 6, and was designed to be somebody that would be hired to come after one of the PCs when they inevitably ran afoul of some powerful (or at least fairly wealthy) crime lord. But for one reason or another, I never fit him into the campaign, until one day I discovered that I needed another lieutenant for the Orbalisk Club and remembered Dakris. He wasn't by any means one of my favorite characters (hence his inglorious end), but I'm glad that I got him into the campaign at least. Also, about the Orbalisk Club itself, the group is based on the Hellfire Club, an exclusive club for British socialites in the mid-1700's. Although they were believed by many to be Satan-worshippers, (indeed, they did engage in some "pseudo-Satanic" rites, according to the Wikipedia article), it was really more of a place for bored socialites to scoff at religious institutions and have wild parties and orgies. I got the idea while listening to the Edguy album Hellfire Club (great CD by the way, I highly recommend you pick it up), because I needed a nemesis organization for the Turks. The plan for the Turks was always for the players to be forced into working with them on occasion (similar to events in Final Fantasy 7 where you have to help Reno and Rude find Elena while you rescue Yuffie), so I needed an organization that could make a branch of the Empire seem not so bad. I looked at the cover of the album, saw the words Hellfire Club, and remembered that they had a reputation for being all evil and such when they were really a bunch of sex nuts. So I thought "What if I turned that on its head, and had a sex cult that turns out to actually have more sinister motives?" And the rest is history...
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Post by bluecommander on Jan 9, 2007 4:16:54 GMT -5
Thanks for the rich history on everyone dude. Glad to finally work alongside lynx and the bunch if only for a little while. Most definetly good times.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 18, 2007 13:39:54 GMT -5
Time for the next installment! Lynx male Firrerreo (near-human), Scoundrel 4/ Soldier 8 Str 18, Dex 18, Con 16, Int 16, Wis 12, Cha 13. 122 vitality, 16 wounds. Fort+9, Ref+10, Will+4. Initiative +8, Defense 21 (+7 class, +4 dex). DR 3 (personalized combat jumpsuit). Speed 10 meters. Rep +3. Attacks: +15/15/10/10/5 melee (2d6+5 or 2d6+3 off-hand, crit 18-20, personalized +2 mastercraft Electrostaff) or +17/12/7 ranged (3d6-2, crit 19-20, personalized blaster pistol), Force Points: 5 Feats: Ambidexterity, Combat Expertise, Improved Disarm, Improved Feint, Extra Lucky, Heroic Surge 3/day, Improved Critical (Electrostaff), Improved Initiative, Skill Emphasis (Sense Motive), Two Weapon Fighting, Improved Two Weapon Fighting, Weapon Focus (Electrostaff) Class abilities: Illicit barter, Lucky 2/day, Precise Attack +1 Skills: Astrogate +5, Balance +9, Bluff +11, Computer Use +9, Demolitions +7, Disable Device +7, Disguise +6, Forgery +6, Gather Information +8, Hide +9, Intimidate +7, Listen +8, Move Silently +9, Pilot +17, Repair +9, Search +8, Sense Motive +11, Sleight of Hand +11, Spot +8, Treat Injury +4, Tumble +10 Equipment: personalized +2 mastercraft Electrostaff, personalized blaster pistol, personalized combat jumpsuit, A99 Aquata breather, Model SW-95 comlink, Culcanis Tagger, Vennoc-X Chronometer, credit chip containing 10,000,000 credits (hidden within chronometer). Lynx was a member of the secret division of Imperial Intelligence known colloquially as "the Turks," although the group had some more complicated bureaucratic title that most of its members never bothered to remember. Like all members of the Turks, Lynx wore a black business suit and tie, and carried a blaster pistol in the jacket's inner holster. Until the admission of Torin Koon to the group (over Lynx's steadfast objection), Lynx was the only non-human in the group, having hailed from the recently extinct planet of Firrerre. Since he never knew his father, Lynx wondered if he might be only half Firrerreo, since he lacked the species' standard gold-tinged skin and elongated canines. He does, however, possess the signature two-tone hair of his species, in Lynx's case black and gold hair, usually tied back in a messy ponytail. Lynx was already in the Empire's service by the time his planet was wiped out by the dark Jedi Hethrir in order to prove his loyalty to Palpatine, and thus escaped the genocide. As a jack-of-all-trades, Lynx generally provided all the skills that his more specialized partners lacked. In particular, his piloting, interrogation, and information gathering skills were put to constant use for the Turks, though his combat prowess, infiltration and pickpocketing skills also saw frequent use. Known to be extremely resourceful, Lynx was trusted to carry the organization's funds, in the form of a credit chip linked to a 10,000,000 credit account, which he carried inside the hidden compartment of his chronometer. Since one of the Turks's primary ongoing missions was to investigate rumors of Jedi survivors, Lynx carried as his signature weapon a Clone Wars-era replica electrostaff, updated with modern technological improvements. More than once, its phrik-alloy construction's resistance to lightsaber blades saved his life. Lynx was most often partnered with another Turk named Fowler, a burly martial arts expert whose blunt, straightforward methods were a perfect contrast to Lynx's own finesse and more deceptive methods. Over several years of working together, Lynx came to regard Fowler as his best friend. Thus, when his friend was nearly killed in an explosion on Alzoc III and had to be fitted for numerous cybernetic replacements, Lynx struggled hard to retain his cool, professional detachment that he prided himself on in his work. At first, slips in his self-control were rare, limited to the occasional mild beating during interrogation or harsh treatment of a subordinate officer. However, when Fowler was apparently killed on Geonosis, Lynx snapped. The only thing stopping him from killing the Rebels present there was their deaths at the hands of the explosion that killed his friend. As for Torin Koon, owner of the droid and the one who rigged it up to explode, the only thing stopping Lynx from going after him was orders, and that only barely. Fortunately for Lynx, his friend's brain was able to be transplanted into a cybernetic body, and so he lived on for awhile, until his second (and final) death on Eriadu at the end of Ari Sevan's machine gun. This sent Lynx completely over the edge. He swore to kill every last member of the Rebel group including Ari, Sin Shai, and whoever else helped them. And if his new partner Torin Koon just "happened" to be killed at the same time, so much the better. In the end, Lynx got his wish, after a fashion, when the entire group was exposed to the vacuum of space in the Emperor's throne room aboard the Death Star II.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 18, 2007 14:13:32 GMT -5
Incidentally, I discovered while writing this stat block out that I didn't have Rena's Improved Initiative factored into her initiative modifier at first, so she should have been going a little higher in the initiative order sometimes.
Rena female Human, Scout 4/ Soldier 6/ Sharpshooter 2
Str 11, Dex 18, Con 12, Int 18, Wis 16, Cha 14. 83 vitality, 12 wounds. Fort+8, Ref+9, Will+9. Initiative +8, Defense 20 (+6 class, +4 dex). Speed 10 meters. Rep +3. Attacks: +18/13/8 ranged (3d6+3, crit 17-20 or 16-20, personalized mastercraft +1 SoroSuub X-45 Sniper Rifle) or +18/13/8 ranged (3d6, crit 18-20, personalized Xerrol Nightstinger) or +15/10/5 ranged (4d6+1, crit 20 or Reflex save DC 15, Merr-Sonn GL-11 grenade launcher) or +15 ranged (2d10, Reflex save DC 12, personalized disruptor pistol) Force Points: 5
Feats: Blasterslinger, Ranged Disarm, Heroic Surge 3/day, Improved Critical (sporting blaster rifle), Improved Initiative, Point Blank Shot, Precise Shot, Far Shot, Sharp-Eyed, Weapon Focus (sporting blaster rifle), Weapon Specialization (sporting blaster rifle)
Class/racial abilities: Trailblazing, Heart +1, Uncanny Dodge (dex to defense), Preferred weapon (SoroSuub X-45 sniper rifle), Ranged sneak attack +1d6
Skills: Astrogate +5, Balance +7, Bluff +5, Climb +6, Computer Use +8, Craft (blaster rifles_ +9, Demolitions +7, Disable Device +5, Gather Information +3, Hide +26, Intimidate +6, Jump +6, Knowledge (technology) +5, Listen +12, Move Silently +25, Pilot +6, Repair +13, Search +13, Sense Motive +5, Spot +18, Survival +9, Swim +7, Treat Injury +10
Equipment: personalized SoroSuub X-45 sniper rifle, Xerrol Nightstinger, personalized Merr-Sonn MSD-32 disruptor pistol, Merr-Sonn GL-11 grenade launcher, Czerka great force pike, A99 Aquata breather, AraTech jump boots, Secure A3 comlink, Vidgraph Peer Macrobinoculars, BlasTech blaster repair kit, Novaless Soni-Optics target imager, personalized Shadowsuit.
Rena was a member of the secret division of Imperial Intelligence known colloquially as "the Turks," although the group had some more complicated bureaucratic title that she never bothered to remember. Like all members of the Turks, Rena wore a black business suit and tie, except when on a mission, when she would wear her personalized Shadowsuit. She replaced her standard-issue blaster pistol with a disruptor pistol, thinking it was a secret, although her boss Chan knew about it all along.
Rena was attractive by human standards, with neck-length dark brown hair. As the first woman admitted to the Turks, she often had trouble being taken seriously at first, exacerbating her already short temper and standoffish personality. She was also the fiercest, most emotional member, sometimes allowing her hatred or her fanatical devotion to her mission to get in the way of sound reasoning.
Rena's lack of social skills came from a mostly isolated upbringing on a farm on Agamar. She spent most of her time alone, honing her self-taught survival and shooting skills, until she could get off the planet and join the Imperial academy on Carida. There, she proved her skills as a sniper, although she was still held back because of her gender. In fact, due to her violent rejection of the advances of one of her instructors, Rena was on the verge of expulsion from the Academy when Chan stepped in.
Chan paid a visit to the hospitalized instructor, and "influenced" him to withdraw his accusations. Immediately uponj Rena's graduation, she was assigned to the Turks. Her immediate admission to a secret organization that took most of its other members years to qualify for further alienated her at first, until she proved her capabilities several times over on missions.
Never as close to any of the other Turks as Lynx and Fowler, she maintained her composure better than the others when they ran afoul of trouble in the form of the Orbalisk Club and Sin and Ari. In fact, she was even able to tolerate and work with the alien Torin Koon better than the others, due to her own status as somewhat of an outcast. Behind Koon's goggles and breath mask she saw another with mostly self-taught skills, who was scorned by the others. Therefore, although she never made the mistake of trusting him, she found herself able to work with Torin better than the others.
Several times, Rena came perilously close to death because she was caught out of hiding by more close-range fighters, such as Kell Takaris, who nearly killed her on Onderon. In fact, this was exactly what happened to her on the Death Star II, when she was overwhelmed by MagnaGuards during the battle there and incapacitated several minutes before the throne room was exposed to space, killing her before she ever woke up.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 18, 2007 16:00:39 GMT -5
Chan male Human, Jedi Consular 8/ Jedi Master 7
Str 12, Dex 18, Con 16, Int 18, Wis 14, Cha 14. 150 vitality, 16 wounds. Fort+12, Ref+9, Will+11. Initiative +3, Defense 30 (+10 class, +4 dex, +6 dodge). Speed 10 meters. Rep +7. Attacks: +19/14/9 melee or ranged (5d8+1, crit 18-20 personalized Lightsaber) or +20/15/10 ranged (3d6-1, crit 20, personalized Merr-Sonn "Deathhammer" blaster pistol). Dark Side Points: 14. Force Points: 15
Feats: Force-Sensitive, Alter, Control, Sense, Kinetic Combat, Dissipate Energy, Lightsaber Defense, Knight Defense, Master Defense, Combat Expertise, Improved Critical (Lightsaber), Weapon Finesse (Lightsaber).
Class abilities: deflect (defense +3, attack -4, extend), Healing, Force Secret (+2 Enhance Ability, +2 Battlemind), Lightsaber damage +3d8
Skills: Bluff +12, Computer Use +5, Intimidate +8, Knowledge (Sith Lore) +8, Sense Motive +11, Affect Mind +11, Battlemind +13, Enhance Ability +21, Fear +21, Force Defense +14, Force Grip +20, Force Stealth +17, Illusion +11, Move Object +22, See Force +11, Control Mind +14
Equipment: personalized Lightsaber, personalized Merr-Sonn "Deathhammer" blaster pistol, A99 Aquata breather, PAC 20 Visual wrist com, CQ-3.9x Holographic Image Disguiser, MicroData Pocket Secretary.
The leader of the secret division of Imperial Intelligence known colloquially as "the Turks," Chan was one of only two active members that remembered the organization's full bureaucratic title, the Top-Secret Unit for Removal of Conspicuous Individuals and Traitors to the New Order, abbreviated as TURCITNO. Chan himself originated the term "Turks" in order to avoid the clunky acronym.
As a division of Imperial Intelligence, the Turks were under the nominal authority of Ysanne Isard, Director of Intelligence, who would assume power over the Empire roughly a year after Palpatine's death. However, the organization operated with complete autonomy from the Imperial Star Destroyer Autocrat.
Little is known about Chan, even less than is known about his organization. He was trained as a Jedi Knight, though whether he received this training before the collapse of the Old Republic or later at the hands of Darth Vader or the Emperor remains a mystery. Chan's personnel file was classified at a level of secrecy so high that less than ten people had access to it. It is not known if Chan is even his real name. Nonetheless, he operated with the absolute highest security clearances, and no Imperial officer was fool enough to try and demand answers of him.
Chan's one great flaw (in the eyes of his superiors, at least) was his compassion for his people, at least the ones he worked in closest proximity with. Rather than choosing to break him of this, however, Palpatine used it as leverage to keep the leader of the Turks in line. Chan operated with the certain knowledge that failure could mean the torture or death of his subordinates. With this in mind, he operated with a ruthless efficiency in order to protect their lives.
For a long time, there was no problem. Under Chan's direction, the Turks flourished, tracking down and eliminating numerous threats to the Empire's security, including several surviving Jedi Knights, early Rebel cells, and other insurgent groups. The first sign of trouble didn't arrive until they began investigating the Orbalisk Club.
The Turks clashed with the Orbalisk Club several times before Sin and his friends got involved. One time, during an encounter in the catacombs of Korriban, two of the Turks were killed by an Arkanian wielding the power of Force lightning, while both groups were in pursuit of a set of ancient Sith alchemical tools. It wasn't until the encounter on Coruscant that it first appeared that Sin and his companions were working with the Orbalisk Club.
Though not particularly skilled at seeing the future through the Force, Chan received occasional glimpses of insight when one of his subordinates was in trouble, or soon would be. One such flash of intuition led Chan to order the Autocrat to Geonosis at full speed, where he arrived just too late to stop the explosion that destroyed Fowler's body. However, he was able to get the body back aboard the Star Destroyer in time for a medical team to transfer Fowler's brain into a cyborg hybrid before brain activity ceased completely. Thus, Fowler was able to survive until a customized synth-droid body could be built for him.
After several failures to capture Sin, Maeve, or their respective allies, the Turks were summoned to Endor, where they were brought before Darth Vader. Vader began choking Lynx and Rena, in order to strike at Chan for the failure. Chan nearly attacked Vader then and there, and had just restrained himself when Vira Loran, Chan's newest acquisition, attacked instead.
After Vira's failed attack, Chan was ordered down to the surface in order to lay an ambush for the strike team that would be coming to disable the planetary shield generator. Chan left the planning to his subordinates while he brooded over his and Vader's actions. When the battle droid army interrupted the ambush, Chan quickly realized what was going on, and once he located the others, explained the diversionary tactic and forged a quick alliance with Sin, Kell, and the others against the Orbalisk Club.
The uneasy allies headed back to the Death Star, where they tracked Maeve through the battle station to the Emperor's throne room, where they were attacked. After Maeve and her droid attack squad were defeated, Chan began to consider what he should do. Should he attempt to capture Sin now and turn him over to the Emperor? Or should he allow the Jedi to escape, and convince his own men to leave as well?
The decision was taken away from him after fighting broke out between the two groups. Although Chan did not mourn the loss of the thrice-treacherous Vira Loran, and would not have lost much sleep over Torin Koon's death, the attack on Lynx enraged him. With that, all chance of an alliance was lost, and indeed Chan was almost glad to see Vader and Palpatine arrive. That relief was short-lived, however, as Sin would tear a gaping hole in the throne room and expose the entire group to the vacuum of space, ending the fight entirely.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 18, 2007 16:25:50 GMT -5
Orbalisk Club MagnaGuards reprogrammed IG-series 100 MagnaGuard, Scoundrel 2/ Soldier 6/ Master Duelist 4 Str 17, Dex 15, Con 15, Int 16, Wis 12, Cha 8. 97 vitality, 15 wounds. Fort+8, Ref+11, Will+5. Initiative +6, Defense 24 (+9 class, +2 dex, +3 misc [melee only]). Speed 10 meters. Rep +0*. Attacks: +15/10/5 melee (2d6+3, crit 18-20, Sith sword). DR 10 (alchemically enhanced armor). Feats: Dodge, Weapon Finesse, Weapon Focus (Sith sword), Heroic Surge 3/day, Improved Feint, Combat Expertise, Agile Riposte, Superior Expertise, Improved Initiative, Improved Critical (Sith sword). Class abilities: Illicit barter, Lucky 1/day, Showmanship, True strike +1d6 2/day. Skills: Balance +14, Bluff +10, Climb +14, Computer Use +16, Intimidate +5, Jump +25, Listen +9, Pilot +12, Repair +13, Spot +9, Tumble +16. Droid Equipment: Locked access, magnetic feet, vocabulator, modified repulsorlift, grappling claw, jump servos, alchemically enhanced armor. As part of her plan to use the weapons of the old Confederacy of Independent Systems seperatists in her war against the Empire, Maeve ordered some of the same IG series MagnaGuards that General Grievous used as bodyguards. Outfitting them with purple and black capes bearing the insignia of the Orbalisk Club, Maeve decided to go one step further and equip them with Sith swords salvaged from ancient Sith tombs. However, new weapons meant the need for some new programming. At great expense, Maeve purchased specialized programming for dueling, augmented by her own anti-Jedi techniques. However, thanks to the huge expense of creating, modifying, and training these droids, she was able to acquire only a dozen, every last one of which Maeve took aboard the Death Star in her strike force. After determining the best method to reach the Emperor's throne room without access to the secure lift, she sent Dakris Karrik off with a few of the MagnaGuards to secure the superlaser, while the rest of the group broke into the detention block on the upper levels, and from there cut a hole in the ceiling and climbed out into the superstructure of the Death Star. From there, the droids were able to use their extremely powerful repulsorlifts (although miniaturized, still more powerful than those on some speeder bikes and swoops) in order to ascend the shaft that connected the Emperor's throne room to the central core. While the ambush was being set up, Maeve sensed a second strike force pursuing her. She managed to make telepathic contact with her former handmaiden Vira, and showed her a mental image of a certain corner of the throne room. Once there, Vira spoke to one of the MagnaGuards, who persuaded her to rebel against the Turks and help Maeve defeat her opponents. It is unknown what happened to the four MagnaGuards that accompanied Dakris to the superlaser control room. Either they were left behind to secure the controls, or they accompanied Dakris on his way to report the communications jamming to Maeve. Of the eight that participated in the throne room ambush, all were destroyed save one, who managed to escape once the Turks and the rebels turned on each other.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 18, 2007 16:27:37 GMT -5
That's it for now. I've still got some more stats to post, including Jik'tal, Gonk II, and my revised stats for several canonical Star Wars characters (Luke, Vader, Yoda, and Baron Fel, off the top of my head), as well as a few others.
How about making it worth all this effort by leaving some comments?
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Post by black heart on Jan 18, 2007 21:04:14 GMT -5
look, lynx attacked kell, sin had to stop him or kell would be killed, chan should have ordered lynx to stand down, chans bad leadership skills lead to everones deaths! though i wish things would have turned out differantly, but oh well, this ending was still spectacular. and what are you? a myspace sleeper...asking for comments...pfft
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Post by Rude on Jan 18, 2007 23:57:57 GMT -5
i want comments :-(
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Post by bluecommander on Jan 19, 2007 0:13:03 GMT -5
This is all so badass man. Very very interesting to see all the thought that the npc's had about eachother and our actions. If only I had picked up on more of it in character... Great to see how my characters' actions have affected the npc's too. Hell it's great to see just what these npc's were capable of. Keep up the awesome posts
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Post by Reno on Jan 19, 2007 14:00:46 GMT -5
look, lynx attacked kell, sin had to stop him or kell would be killed, chan should have ordered lynx to stand down, chans bad leadership skills lead to everones deaths! though i wish things would have turned out differantly, but oh well, this ending was still spectacular. and what are you? a myspace sleeper...asking for comments...pfft World of difference between here and myspace. On myspace I don't go to all the work of typing up character sheets for however long that took. It's very discouraging to go to all that trouble then either have nobody say anything at all or maybe get one comment that says "cool" or something like that. Anyway, you should be a politician. Very clever of you to leave off the fact that Lynx attacked Kell because Kell was attacking Torin. It wasn't Lynx at all that started it, it was Torin.
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Post by black heart on Jan 19, 2007 19:33:57 GMT -5
pfft, minor technicality
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