The Genesis Plague - Character & OOC Thread
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: KaraKres on 11-05-2012, 12:20:02</h2>
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				Title: <strong>The Genesis Plague - Character &amp; OOC Thread</strong><br>
				Post by: <strong>KaraKres</strong> on <strong>11-05-2012, 12:20:02</strong>
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				Character's for "The Genesis Plague"<br><br>The following characters are created using a grossly simplified version of those found in WotC's <em>Revised Core Rulebook</em> for the Star Wars game (d20 version).<br><br>The game will have a maximum of 6 characters from 10 archetypes.&nbsp; &nbsp;Preferably one of each archetype.&nbsp; Each archetype is roughly equal to a 10th - 12th level character, but they are <span class="bbc_u"><strong>not</strong></span> meant to be balanced or equal.&nbsp; <br><br><strong>Crew of the <em>Bacchante</em>:</strong><br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">6. Scout - Darion Markav {summoner2183}</div><div class="spoiler_body"><br><span class="bbc_u"><strong>Attributes:</strong></span> <br><strong>STR:</strong> 12, <strong>DEX:</strong> 20, <strong>CON:</strong> 10, <strong>INT:</strong> 10, <strong>WIS:</strong> 7, <strong>CHA:</strong> 11<br><br><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/480px-Devaronian-PoV.jpg)</div><strong><span class="bbc_u">Skills:</span></strong> <br>Computer Use +3, Disguise +6, Hand Weapons (Simple) +11, Hide +11, Knowledge (Alien Species) +3, Knowledge (Galactic History) +3, Long Arms +14, Move Silently +11, Pilot +6, Pistols +18, Profession (Scout) +9, Read Language (Basic) +3, Repair +3, Ride +6, Search +2, Sense Motive +0, Survival +12<br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> <em>Covert Movement, Evasion, Extreme Effort,</em> Sneak Attack (+2d6 damage), Trailblazing (p.48), Uncanny Dodge (Dex bonus when flat-footed) and Uncanny Hide (REF check to hide when surprised), Sharp-Eyed and Skill Emphasis (Survival)<br><br><strong><span class="bbc_u">Saving Throws:</span></strong> FORT +6, REF: +13, WILL +4&nbsp;&nbsp;&nbsp;<br><br><strong><span class="bbc_u">Initiative:</span></strong> 1d20 + 5<br><br><strong><span class="bbc_u">Defence:</span></strong> 19 (Blast Helmet &amp; Vest decreases Defence by -1 and grants Damage Reduction 1, Dex attribute add +5)<br><br><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 2, Dark Side Points: 0<br><br><span class="bbc_u"><strong>Equipment:</strong></span> “Chameleon” Blast Vest &amp; Helmet, Blaster Rifle, Blaster Pistol, Knife, Multichannel Encrypted Comlink, Datapad, Field Kit, Medpac, 2x Stun Grenades, Electrobinoculars, Modified Renraku KZR-13 Speederbike, 1d4 x 100 credits.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">3. Elite Soldier - Col. Stromm Husk {PhantomPistoleer}</div><div class="spoiler_body"><br><span class="bbc_u"><strong>Attributes:</strong></span> <br><strong>STR:</strong> 16, <strong>DEX:</strong> 14, <strong>CON:</strong> 14, <strong>INT:</strong> 10, <strong>WIS:</strong> 10, <strong>CHA:</strong> 8<br><br><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Stromm.jpg)</div><strong><span class="bbc_u">Skills:</span></strong> Construction (blaster rifles &amp; pistols) +6, Demolitions +10, Drive +12, Hand-to-Hand +6, Hand Weapons (Simple) +5, Hand Weapons (Vibro) +5, Hide +5, Gunnery +11, Intimidate +5, Knowledge (Tactics) +3, Long Arms +24,&nbsp; Pistols +15, Repair +6, Treat Injury +3<br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Armour Proficiency [Light, Medium, Heavy], Uncanny Dodge (Dex bonus when flat-footed), Precise Shot (-1 penalty to shoot into melee [normally -4), Point Blank Shot (+1 to hit targets up to 15m away), Weapon Focus (+1 to hit w/ Long Arms), Weapon Specialisation (Increase Wound Category by 1)<br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +12, REF: +7, WILL +5<br>&nbsp;&nbsp;&nbsp;<br><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + 2<br><br><span class="bbc_u"><strong>Defence:</strong></span> 13 (Medium Battle Armour reduces Defence by -4 but grants Damage Reduction 3, Dex attribute adds +2)<br><br><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 1, Dark Side Points: 2<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Medium Battle Armour, Light Repeating Blaster, Heavy Blaster Pistol, Vibro Knife, Field Kit, Medpac, Multichannel Encrypted Comlink, Datapad, Electrobinoculars, 1d4 x 200 credits</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">2. Bounty Hunter - Eufaula {Ember Star}</div><div class="spoiler_body"><br><span class="bbc_u"><strong>Attributes:</strong></span> <br><strong>STR:</strong> 10, <strong>DEX:</strong> 13, <strong>CON:</strong> 11, <strong>INT:</strong> 10, <strong>WIS:</strong> 14, <strong>CHA:</strong> 14<br><br><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/EufaulaZamzee.jpg)</div><br><strong><span class="bbc_u">Skills:</span></strong> Climb +3, Disguise +8, Gather Information +12, Hand-to-Hand +8, Hide +5, Intimidate +5, Jump +3, Knowledge (Natural Medicines) +10, Listen +7, Long Arms +5, Move Silently +8, Pistols +8, Profession (Bounty Hunter) +12, Search +3, Sense Motive +8, Spot +4, Survival +10. <br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Alertness, Barter (+5 to Diplomacy checks to buy/sell equipment), Jury-Rig (+4 to Repairs), Quick Draw (never caught flat-footed), Sneak Attack (+3 to Wound Category if target flat-footed), Survival (+2), Target Bonus (+3 to Bluff, Listen, Search, Sense Motive and Spot checks when tracking a specific target), Track (can use Survival skill to follow trails). <br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +8, REF: +7, WILL +7<br>&nbsp;&nbsp;&nbsp;<br><strong><span class="bbc_u">Initiative:</span></strong> 1d20 + 1<br><br><strong><span class="bbc_u">Defence:</span></strong> 14 (Combat Jumpsuit reduces Defence by -2 but grants Damage Reduction 2)<br><br><strong><span class="bbc_u">Force Points:</span></strong> Light Side: 2, Dark Side Points: 4<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Combat Jumpsuit, Blaster Pistol, Vibro Knife, Field Kit, Multichannel Encrypted Comlink, Datapad, Universal Omnitech ZK-1800 Landspeeder, 1d8 x 100 credits</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">4. Scoundrel / Fixer - Vialiah Dor {RedEve}</div><div class="spoiler_body"><br><strong><span class="bbc_u">Attributes:</span></strong> <br><strong>STR:</strong> 10, <strong>DEX:</strong> 12, <strong>CON:</strong> 10, <strong>INT:</strong> 14, <strong>WIS:</strong> 10, <strong>CHA:</strong> 16<br><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Vialiah2.jpg)</div><br><strong><span class="bbc_u">Skills:</span></strong> Computer Use +21, Disable Device +5, Disguise +12, Escape Artist +7, Gather Information +8, Hand-to-Hand +19, Hand Weapons (Simple) +4, Pistols +23, Sleight-of-Hand +4, <br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Illicit Barter (+5 to Diplomacy checks when buying/selling illicit or illegal goods), Contact (x2 - to be determined later), Inspire Fear (-2 to any Gather Information rolls made against character), Improved Initiative (+4 to Initative), Lucky (2/day - can reroll a d20 check twice daily, 2nd roll must be taken even if worse than 1st), Minions (1d4 troops, personal servants, accomplices, trainees, acolytes - to be determined later), Precise Attack (+1 to either attack round or increasing wound catergory), Resource Access (CHA check to get funds, equipment, etc), Skill Emphasis (Gather Information).<br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +4, REF: +9, WILL +7<br>&nbsp;&nbsp;&nbsp;<br><strong><span class="bbc_u">Initiative:</span></strong> 1d20 + 5<br><br><span class="bbc_u"><strong>Defence: 19</strong></span> (No armour increases Defence by +3 and grants no Damage Reduction, DEX adds +1)<br><br><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 2, Dark Side Points: 2<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Hold Out Blaster (in ankle holster), Blaster Pistol, Vibro Dagger, Field Kit, Medpac, 3x Multichannel Encrypted Comlinks, Datapad, Bogus CredSticks, Small-Sized Front Business, 1d6 Henchmen running 1d4 rackets, 1d6 x 300 credits</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">8. Engineer / Slicer - Sasha Lika {elfguy}</div><div class="spoiler_body"><br><span class="bbc_u"><strong>Attributes:</strong></span> <br><strong>STR:</strong> 14, <strong>DEX:</strong> 14, <strong>CON:</strong> 12, <strong>INT:</strong> 10, <strong>WIS:</strong> 10, <strong>CHA:</strong> 12<br><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/sasha.jpg)</div><br><strong><span class="bbc_u">Skills:</span></strong> Bluff +6, Computer Use +18, Construction (Droids) +6, Disable Device +13, Forgery +3, Hand-to-Hand +13, Hand Weapons (Simple) +9, Knowledge (Engineering) +8, Pistols +6, Profession (Slicer) +3, Repair +8, Search +6, <br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Efficiency (+3), Expert (Knowledge [Engineering]), False Identity, Gearhead, Hutt Favour (a Hutt owes a favour or two), Low Profile (-2 to any check to discover any information), Personal Design (+4 to Computer Use &amp; Repair checks on personal items), Research (+6 to any Knowledge check based on databases), Skill Emphasis (Computer Use), <em>Slicer Specialisation (x2)</em>, Structural Analysis (+2 to Knowledge [Engineering] checks to detect weaknesses), Tech Specialty (Security Kit Mastercrafter).<br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +5, REF: +8, WILL +6<br>&nbsp;&nbsp;&nbsp;<br><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + 2 <br><br><span class="bbc_u"><strong>Defence:</strong></span> 16 (Customised Armour decreases Defence by -1 and grants Damage Reduction 1)<br><br><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 1, Dark Side Points: 0<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Customised Torso Armour, Blaster Pistol, Secured Computer (DC30 check to access), Multichannel Encrypted Comlink, Datapads, Tool Kit, Security Kit, Field Kit, 1d8 x 300 Credits</div></div><br><br><br><strong>Character Archetypes available:</strong><br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">1. Starship Captain</div><div class="spoiler_body"><strong>Starship Captain</strong><br><br><strong><span class="bbc_u">Attributes:</span> </strong> Begin at 6.&nbsp; Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)&nbsp; <br><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br><br>Attributes can add a positive or negative modifier to a skill check.<br><br><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.&nbsp; Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Pilot” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br><br>Astrogate, Bluff, Computer Use, Construction*, Demolitions, Drive, Gather Information, Gunnery, Hand-to-Hand, Hand Weapons (Simple), Hand Weapons (Vibro), Instruction, Intimidate, Knowledge (any other)*, Knowledge (World Lore), Long Arms, Pilot, Pistols, Profession (Trader and/or Smuggler), Read / Write Language*, Repair, Sense Motive, Speak Language*, Spot, Treat Injury<br><br><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br><br><strong>NB:</strong> This archetype has a +3 bonus to Pistols and Long Arms skills replacing begining Feats.<br><br><strong><span class="bbc_u">Class/Level Benefits:</span></strong> Leadership, Skill Emphasis, Starship Defence (+4), Starship Familiarity (+3), Starship Evasion.<br>&nbsp;<br><strong><span class="bbc_u">Bonus Special Abilities:</span></strong> Choose 5 abilities from the following list - Armour Proficiency [Light], Fame, Frightful Presence, Improved Initiative, Influence, Mimic, Persuasive, Point Blank Shot, Precise Shot, Sharp-Eyed, Skill Emphasis, Spacer, Trustworthy, Weapon Focus<br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +6, REF: +8, WILL +6<br>&nbsp;&nbsp;&nbsp;<br><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br><br><span class="bbc_u"><strong>Defence:</strong></span> 14 (Padded Flight Suit reduces Defence by -1 but grants Damage Reduction 1)<br><br><span class="bbc_u"><strong>Force Points: </strong></span> Light Side: 2, Dark Side Points: 0<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Padded Flight Suit, Blaster Pistol, Field Kit, Multichannel Encrypted Comlink, Datapad, Ghtroc 720 Light Freighter, 1d12 x 100 credits</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">5. Noble / Negotiator</div><div class="spoiler_body"><strong>Noble / Negotiator</strong> <br><br><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)<br><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br><br>Attributes can add a positive or negative modifier to a skill check.<br><br><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.&nbsp; Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Sense Motive” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br><br>Appraise, Bluff, Computer Use, Construction, Diplomacy, Disguise, Drive, Forgery, Gamble, Gather Information, Hand-to-Hand, Hand Weapons (Simple), Hide, Intimidate, Knowledge*, Pilot, Pistols, Performance*, Profession (Diplomat or Negotiator), Read / Write Language, Ride*, Sense Motive, Speak Language*, Survival, Swim.<br><br><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br><br><strong>NB:</strong> This archetype has a +3 bonus to the Pistols and Hand Weapons (Simple) skills.<br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Coordinate (+1), Favour (+2), Inspire Confidence, Resource Access.<br><br><span class="bbc_u"><strong>Bonus Special Abilities:</strong></span> x2 (Diplomatic Immunity, Fame, Frightful Presence, Influence, Mimic, Persuasive, Political Pull, Shady Merchant, Sharp-Eyed, Trustworthy, Underworld Connections). <br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +5, REF: +6, WILL +8&nbsp;&nbsp;&nbsp;<br><br><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br><br><span class="bbc_u"><strong>Defence:</strong></span> 18 (No armour increases Defence by +3 and Force bracers grants Damage Reduction 1)<br><br><strong><span class="bbc_u">Force Points:</span></strong> Light Side: 3, Dark Side Points: 0<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Force bracers, Blaster Pistol, Moderate-sized Estate, 1d6 servants, several multichannel encrypted Comlinks, datapads, tres chic clothing, exclusive access to the hottest clubs or most notorious underground fighting rings, 1d10 x 500 credits, bag of Kessel Spice (for personal use of course…)</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">7. Force Adept</div><div class="spoiler_body"><strong>Force Adept</strong><br><br><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)<br><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br><br>Attributes can add a positive or negative modifier to a skill check.<br><br><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.&nbsp; Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Listen” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br><br>Climb, Handle Animal, Hand-to-Hand, Hand Weapons*, Hide, Jump, Knowledge*, Listen, Sense Motive, Speak Language*, Spot, Survival, Swim, Treat Injury,<br><br><span class="bbc_u"><strong>Force Skills:</strong></span><br><br>Affect Mind, Battlemind, Drain Energy, Empathy, Enhance Ability, Enhance Senses, Farseeing, Fear, Force Defence, Force Grip, Force Lighting, Force Stealth, Force Strike, Friendship, Heal Another, Heal Self, Illusion, Move Object, See Force, Telepathy <br><br><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br><br><strong>NB:</strong> This archetype has a +3 bonus to the Hand Weapons (Primitive) and Hand Weapons (Simple) skills.<br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Force Sensitive, Force Training (x3), Force Weapon (+1), Skill Emphasis.<br><br><span class="bbc_u"><strong>Bonus Special Abilities:</strong></span> Choose 1 from the following list - Alertness, Animal Affinity, Endurance, Force Spirit, Frightful Presence, Link, Mind Trick, Mimic, Stealthy, Spider Walk, Track. <br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +8, REF: +8, WILL +13<br>&nbsp;&nbsp;&nbsp;<br><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br><br><span class="bbc_u"><strong>Defence:</strong></span> 14 (Oiled Lizardskin tunic decreases Defence by -1 and grants Damage Reduction 1)<br><br><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 3, Dark Side Points: 2<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Oiled Lizardskin tunic, Dark cloak, Force imbued Spear, Nexu animal companion, “Maleling” Slave (assumes female character), Multichannel Encrypted Comlink, 1d4 x 50 hard Credits.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">9. Healer / Medic</div><div class="spoiler_body"><strong>Healer / Medic</strong><br><br><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)<br><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br><br>Attributes can add a positive or negative modifier to a skill check.<br><br><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.&nbsp; Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Treat Injury” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br><br>Balance, Bluff, Computer Use, Construction (Medpac), Diplomacy, Drive, Gather Information, Hand-to-Hand, Hand Weapons (Simple), Instruction, Knowledge*, Listen, Pistols, Profession (Doctor, Medic or Healer)*, Read / Write Languages*, Repair, Search, Sense Motive, Speak Languages*, Special Equipment, Spot, Treat Injury<br><br><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br><br><strong>NB:</strong> This archetype has a +3 bonus to the Pistols and Hand Weapons (Simple) skills.<br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Iron Will, Skill Emphasis (Knowledge [Medicine]), Skill Emphasis (Treat Injury), Skill Emphasis (Profession [Doctor]), Surgery<br><br><span class="bbc_u"><strong>Bonus Special Abilities:</strong></span> Choose 2 from the following list - Alertness, Ambidexterity, Dodge, Endurance, Headstrong, Lighting Reflexes, Sharp-Eyed, Trustworthy<br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +4, REF: +5, WILL +15<br>&nbsp;&nbsp;&nbsp;<br><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br><br><span class="bbc_u"><strong>Defence:</strong></span> 15 (Energy Weave Clothing does not affect Defence and grants Damage Reduction 1 against energy attacks)<br><br><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 1, Dark Side Points: 0<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Energy Weave Clothing/Uniform, 2x Medpacs, Diagnostic tools, multichannel Encrypted Comlink, Datapads, 1d12 x 250 Credits, Surgery Kit, Hold-out Blaster, multiple StimPatches.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">10. Independent Droid</div><div class="spoiler_body"><strong>Independent Droid</strong><br><br><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 42 points on a 1-for-1 basis (Maximum 18, Minimum 6).&nbsp; Droids do not have a Constitution or Charisma score.<br><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> -, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> -<br><br>Attributes can add a positive or negative modifier to a skill check.<br><br><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.&nbsp; Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Treat Injury” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br><br><em>Choose all skills – these are hard wired into your character and can only be changed with a memory wipe.&nbsp; Skill selection should have a degree of continuity based on original purpose, i.e. Protocol, Labour, Medical, Pleasure, Assassination, Battle, Security, etc.&nbsp; Some variation will be allowed of course.</em><br><br>Appraise, Artillery, Astrogate, Balance, Bluff, Climb, Computer Use, Construction*, Demolitions, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Forgery, Gamble, Gather Information, Gunnery<br>Hand-to-Hand, Hand Weapons*, Handle Animal, Hide, Instruction, Intimidate, Jump, Long Arms, Knowledge*, Listen, Move Silently, Performance*, Pilot, Pistols, Profession*, Read / Write Languages*, Repair, Ride, Search, Sense Motive, Sleight of Hand, Speak Language*, Special Equipment*, Special Vehicle*, Spot, Support Weapons, Survival, Swim, Treat Injury, Tumble.<br><br><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br><br><strong>NB:</strong> This archetype has a +3 bonus to the Hand Weapons (Simple) skill replacing beginning Feats.<br><br><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Ambidexterity<br><br><strong><span class="bbc_u">Bonus Special Abilities:</span></strong> Choose 3 from the following list - Acrobatic, Alertness, Armour Proficiency*, Cautious, Frightful Presence, Gearhead, Low Profile, Mimic, Skill Emphasis, Sharp-Eyed, Trick, Trustworthy, Weapon Focus, Zero-G Training. <br><br><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +10, REF: +4, WILL +3<br>&nbsp;&nbsp;&nbsp;<br><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br><br><span class="bbc_u"><strong>Defence:</strong></span> 18 (No armour increases Defence by +3 but grants no Damage Reduction)<br><br><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: -, Dark Side Points: -<br><br><span class="bbc_u"><strong>Equipment:</strong></span> Heuristic Processor &amp; Vocabulator.&nbsp; 1d4 x 500 credits.<br><br><strong><span class="bbc_u">Optional Equipment*:</span></strong> Armour, Integrated Comlink, Diagnostics Package, Electroshock Probe, Environmental Compensator, Fire Extinguisher, Flamethrower, Internal Storage, Locked Access, Magnetic Feet, RealSkin, Recording Unit, Repulsorlift Unit, Rust Inhibitor, Secondary Battery, Self-Destruct System, Sensors, Shield Generator, Telescopic Appendage, Tool Mount, Translator Unit, Weapon Mount, Welding Laser/Cutting Torch.<br><br><em>*- the exact optional extras will be dependent largely on the original purpose of the droid model.&nbsp; All options should be discussed with the GM.</em></div></div>
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				Title: <strong>Re: The Genesis Plague (Character Creation &amp; OOC Thread) - NOT RECRUITING</strong><br>
				Post by: <strong>KaraKres</strong> on <strong>11-05-2012, 13:44:32</strong>
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				<div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Rules</div><div class="spoiler_body"><span class="bbc_u"><strong>Combat</strong></span> - Will be kept as simple as possible so that it doesn't get bogged down and retains a cinematic feel to the narrative.<br><br><span class="bbc_u"><strong>Initiative:</strong></span> Each character will roll 1d20 adding any appropriate modifiers to determine their initiative.&nbsp; After taking an action they subtract 10, if a positive number remains they get another action once all combatants have had at least one action.&nbsp; Order of action will occur in descending order of initiative values.&nbsp; This process will mean that each individual round will take slighter longer, but rewards those characters that have acheive a high initiative score with multiple actions.<br><br><span class="bbc_u"><strong>Armour Class:</strong></span> - This is naturally 15 and can be enhanced with high attributes and/or feats.&nbsp; It is the target number for any attack.<br><br>The heavier the armour a character wears the lower his AC will be (meaning the character is easier to hit, but the better his damage reduction will be).<br><br><span class="bbc_u"><strong>Making an Attack:</strong></span> To hit a target the attacker rolls 1d20 and adds all appropriate modifiers.&nbsp; This number is compared to the targets AC.&nbsp; If it is lower then no hit has been achieved and the action passes to the next combatant.&nbsp; If the number rolled is equal to or higher than the target's AC then a hit has been achieved.<br><br>If the attack number is equal to or up to 3 greater than the AC then a level 1 wound has been inflicted.&nbsp; For every three additional points above the AC the would category goes up by one level; so a hit that was 15 higher than the AC would inflict a level 5 would which is nearly always fatal.<br><br><span class="bbc_u"><strong>Mitigating Damage:</strong></span> Each time a character suffers a hit they get to make a REF save, if successful the hit is in fact just a grazing blow that does no lasting damage.&nbsp; <br><br>If the REF check is failed then any armour the character is wearing may stop the attack.&nbsp; Each suit of armour has a Damage Reduction rating which is subtracted from the wound inflicted.&nbsp; If a positive number remains after damage reduction this is the wound suffered by the character.&nbsp; Damage Reduction can regularly mean that no damage is inflicted and these hits are treated as a glancing blow.<br><br><span class="bbc_u"><strong>Character Damage &amp; Death:</strong></span> - It will be hard but not impossible to kill characters.&nbsp; Each time a character is hit they will suffer between no damage to a level 5 wound.&nbsp; All damage is cumulative, so two level 1 wounds equal a level 2 wound.&nbsp; A character can suffer up to a level 5 wound before being knocked unconscious.&nbsp; If they are not stabilised with in another five rounds then they will have to make FORT saves in order to remain alive.<br><br>The 20 Rule - If a player rolls a natural 20, they can roll again.&nbsp; If the second roll also results on a successful hit them they have inflicted a "Dead Right There" shot.&nbsp; The GM will note in the narrative how the enemy is clearly killed outright for all to see.&nbsp; <span class="bbc_u"><strong>This cannot happen to player characters.</strong></span>&nbsp; And the GM reserves the right to mitigate this effect on any plot critical NPCs.<br><br>All other combat related issues such as range, cover, attacks of opportunity will be treated in an abstract fashion in order to speed combat up.<br><br><strong><span class="bbc_u">Healing:</span></strong> The standard recovery time for an Wound category is:<br>1. Bruised/Nicked /Grazed - 5 Days<br>2. Battered/Cut Up/Winged - Seven Days<br>3. Busted up/Sliced Up/Wounded - 10 Days<br>4. Messed Up/Bloody Mess/ Shot Up - 14 Days<br>5. Critical - 21 Days <br><br>CON = 6 - 10: +1 day per week.<br>CON = 11 - 14: Standard healing time.<br>CON = 15 - 17: -1 day per week<br>CON = 18+: -2 days per week<br>Toughness Feat: -2 days per week<br><br>No Medical Care: +1 day per week. <br>Excellent Medical Care: -2 days per week. <br><br>Alternatively, a Force user can use the Heal Another force power and for every five points above the target number reduce the wound level by one (this is a simplified version of this Force skill).<br><br>All other forms of damage, i.e. falling,&nbsp; drowning, burning will be handled in as an abstract manner as possible to avoid bogging down.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Character Injury &amp; Death</div><div class="spoiler_body"><strong>Level 1 Wounds:</strong> Bruised, Nicked or Grazed<br><br>Minor abrasions and bruises to start with at the light end of the category that won’t cause any problems other than showing you’ve been in a fight.&nbsp; This progresses to large welts, gashes and minor sprains at the severe end of the wound category or enough minor cuts and bruises to make the character feel sore and tender. The GM has the discretion of imposing a -1 penalty to large movement based skills.<br><br><strong>Level 2 Wounds:</strong> Battered, Cut Up or Winged<br><br>Numerous bruises and cuts or a couple of deep big ones that will continue to swell or bleed. Blaster shots have caused flesh wounds in passing in and out of the body inflicting muscle damage. Teeth or ear lobes could be missing and eyes could be ugly slits in a mass of swollen purple. Sprains and deadened muscles are more of a problem causing a -2 penalty to all large movement based skills and a -1 penalty to small movement based skills. Facial injuries can cause problems penalising Perception (Spot, Search, etc) tests by -2 and minor bones could be broken.&nbsp; <br><br>At the worse end of the wound category the character is starting to look like he’s been trampled by a Bantha.&nbsp; Cuts are long and gaping exposing the yellow fat beneath the surface, tendons on fingers could be cut and muscle torn.&nbsp; Fingers, cheekbones and ribs could have minor fractures and breakages, shoulders and knees could be dislocated. The character will be hurting and movement could, at the GM's discretion be impaired.<br><br><strong>Level 3 Wound:</strong> Busted Up, Sliced Up, or Wounded<br><br>At this level of injury the character has broken a limb or a couple of lesser breaks to areas like the jaw and ribs. Important tendons may have snapped or been cut. A cheekbone or eye socket could be smashed in and cuts are now long angry lacerations or deep ones to the bone that leak a lot of blood. The character is one big ache and suffers a -3 penalty to large movement based skills and a -2 drag to small movement based skills. Facial injuries can cause problems penalising awareness and social tests.<br><br>At the shit end of the category the injuries are more or worse and the character will be moving about like an arthritic Dug with a splinter in its forehand. The character could now suffer at GM’s discretion a -4 penalty to large movement based skills, -3 to small movement based skills, and -1 to all charisma and intelligence/education based skills.<br><br><strong>Level 4 Wounds:</strong> Messed Up, Bloody Mess, or Shot Up<br><br>At this level of injury the character is starting to look like a victim in a slasher movie with blood and gore everywhere from several stab wounds or from one nasty one that’s cut a main artery. Perhaps both legs are hideously broken and facing in the wrong direction or the character has fractured his skull with the likelihood of hemorrhaging. The character now definitely suffers -4 to large movement based skills, -3 to small movement based skills, and -2 to all charisma and intelligence based skills.<br><br>At the bad end of the band the character is literally crawling around with horrendous turn your head away injuries and is only minutes away from collapsing in a bloody mangled heap. The charater is at -5 to large movement based skills, -4 to small movement based skills and -3 to charisma and intelligence based skills.<br><br><strong>Level 5 Wounds:</strong> Critical<br><br>Outstretched or curled up the character is down and almost out with a pool of blood forming underneath him.&nbsp; Blaster shots have hit vital organs in the chest or stomach violently sapping the fight and life out of the character, or vicious blows to the head have caved his head in and left him a vegetable. Blood will be pumping out from jugular or femoral arteries like an oil strike or seeping out from half a dozen small wounds like a low-pressure sprinkler system. A leg or arm could be cleanly taken off or the skeletal frame could be shattered from a big fall.&nbsp; Movement is at a minimum with a Fortitude test at DC 30 required to be able to even lift a blaster at the guy that has just probably killed you. In the unlikely event that the character is still moving about he does so at a –6 penalty to large movement based skills and –5 to charisma and intelligence based skills.<br><br>At the end of the scale the victim is gurgling with his eyes rolling back into his head and is capable of nothing except dying.&nbsp; Injuries are massive and death will be swift unless an exceptional intervention is made.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Character's Ship</div><div class="spoiler_body">The crew's ship - name to be determined.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Bacchante - exterior</div><div class="spoiler_body">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Accuser_Exterior_021907.gif)</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Bacchante - lower deck</div><div class="spoiler_body">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Accuser_Lower_Deck_091207b.gif)</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Bacchange - upper deck</div><div class="spoiler_body">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Accuser_Upper_Deck_111607.gif)</div></div></div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague (Character Creation &amp; OOC Thread) - NOT RECRUITING</strong><br>
				Post by: <strong>elfguy</strong> on <strong>15-05-2012, 06:22:16</strong>
			</dt>
			<dd class="postbody">
				I'm always interested in this type of RP, my only concern is with the combat system. I typically never play system games, because they tend to take more time worrying about the various character creation and the combat mechanics than RPing. But I guess I could give it a try.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague (Character Creation &amp; OOC Thread) - NOT RECRUITING</strong><br>
				Post by: <strong>summoner2183</strong> on <strong>19-05-2012, 13:04:08</strong>
			</dt>
			<dd class="postbody">
				Nice... thanks for the PM. The scout data is fine for me.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague (Character Creation &amp; OOC Thread) - NOT RECRUITING</strong><br>
				Post by: <strong>KaraKres</strong> on <strong>19-05-2012, 13:55:53</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=139806.msg6300856#msg6300856">Quote from: summoner2183 on 19-05-2012, 13:04:08</a></div></div><blockquote class="bbc_standard_quote">Nice... thanks for the PM. The scout data is fine for me.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Okay, cool.&nbsp; Make your decisions on Attributes and Skills and PM them to me.&nbsp; We can sort out any additions/deletions you'd like to equipment and you'll be set to go.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague (Character Creation &amp; OOC Thread) - NOT RECRUITING</strong><br>
				Post by: <strong>PhantomPistoleer</strong> on <strong>23-05-2012, 04:48:06</strong>
			</dt>
			<dd class="postbody">
				Wait a minute.<br><br>You turned the free-form campaign from before into a Star Wars Saga campaign?&nbsp; Cool.&nbsp; Cool cool cool.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague (Character Creation &amp; OOC Thread) - NOT RECRUITING</strong><br>
				Post by: <strong>KaraKres</strong> on <strong>23-05-2012, 10:59:22</strong>
			</dt>
			<dd class="postbody">
				Well I wouldn't quite call it a full on Saga game, just lifted some basic character creation elements - I still want to keep the game as free-flowing as possible and not get too bogged down in the virtual dice rolling so to speak.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague (Character Creation &amp; OOC Thread) - NOT RECRUITING</strong><br>
				Post by: <strong>KaraKres</strong> on <strong>28-05-2012, 12:56:19</strong>
			</dt>
			<dd class="postbody">
				<div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Character's Backstory</div><div class="spoiler_body">"I'm Jaster Burren and this is <em>Fringer</em>, the only show on the Galactic News Network that brings you the truth from the Outer Rim!&nbsp; Up now is an interview* with Zarva Kaskis, captain of the the <em>Bacchante</em>, a free trader most commonly plying its trade in Hutt space."<br><br>JB: "Capatin Kaskis, your reputation and that of your crew precedes you all.&nbsp; Perhaps you could talk us through how you came to put what at first glance can only be called a...ahhh...disparate collection of crew members?"<br><br>ZK: "Well, firstly, I'd say that the crew put itself together rather than me.&nbsp; Ahhh, I guess it all started with the massacre of Republican forces on Selfebara at the end of the Clone Wars.&nbsp; I had flown in some supplies to the republican troops but my ship had suffered serious damage from Separatist droid fighters.&nbsp; The city of Gamos had recently fallen to the Separatists and while my ship was repaired I helped round up Republican stragglers, that's when I first encountered Stromm Husk."<br><br>JB: "So were part of the Republican military?"<br><br>ZK: "No, not at all.&nbsp; Just a freelancer making a living.&nbsp; The Republic needed every ship it could lay its hands on and were willing to pay good credits for services rendered."<br><br>JB: "Right.&nbsp; So Stromm Husk?"<br><br>ZK: "Yeah, Husk.&nbsp; He'd been leading one of the battalions that had been defending Gamos, but as he was moving to a new position, his small command convoy had been ambushed.&nbsp; The patrol I was with found the convoy strung along the main route north of Gamos.&nbsp; His command unit had obviously been small, twenty-five, maybe thirty men, spread over five A5-RX recon vehicles.&nbsp; It was like a plague of Jawas had been through the place, everything had been stripped, helments, armour, weapons, boots, hell they'd even drained the coolant from the repulsor engines!&nbsp; It must have been a hell of a firefight and short to boot.&nbsp; That they'd been ambushed was clear, caught out in the open by heavy blaster fire from at least three different spots among some nearby woods."<br><br>JB: "Hmmm, terrible...terrible."<br><br>ZK:"They hadn't stood a chance.&nbsp; Five had been captured.&nbsp; We found them in an untidy pile at the edge of the woods, where they'd all suffered a single blaster shot to the back of the head.&nbsp; Figuring the whole unit had&nbsp; been killed, we were preparing to move out, when we heard a moan from deeper in the woods.&nbsp; Husk had been badly wounded, but the shot to the back of his head hadn't been direct and he'd managed to crawl away.&nbsp; As we shifted him to our vehicle, he kept muttering through his delirium about someone called Cuthus and how he was the betrayer.&nbsp; During the trip back Husk had a moment of clarity and after a brief discussion I decided to take him to my ship..."<br><br>JB: "Surely the Republican forces would have been able to care for him?"<br><br>ZK: "I didn't think so, given that the Republican forces were scattered and in disarray, I thought he'd be safer onboard.&nbsp; So once the <em>Bacchante</em> was repaired we got the hell off Selfebara.&nbsp; Husk decided to come with me, claiming his oath to the Army of the Republic was invalidated the day he was betrayed...Husk doesn't talk much about what went down on Selfebara and I've learnt its not wise to ask."<br><br>JB: "Interesting...so a renegade army colonel and a ships captain up to her eyeballs in debt...where to next?"<br><br>ZK: "Well, maybe my navel in debt...we started taking commissions from various 'merchants' on the Rimma Trade Route, mostly running illegal bioware from the Kathol Sector or misappropriated weapons shipments from the Sluis Van system through to the core worlds.&nbsp; Made some tidy profit...but it was when we did our first run of people smuggling that things got interesting."<br><br>JB: "People smuggling! But..but..."<br><br>ZK: "Don't worry, it was the good kind.&nbsp; There was a group of Devaronians on Yag'Dhul that were going to be sold as slaves to some Hutt, whose name I forget, and so Husk and I 'liberated' them from the Hutt's minions and dropped them back on Devaron with a slice of the profits from selling the same Hutt's shipment of Bacta.&nbsp; The one who'd put us for the job decided to stay with us, Darion was a welcome addition because as well as being consistently happy no matter what was happening, he's a damn good scout and expert tracker.&nbsp; If it wasn't for him we'd never have tracked down the Neimodian pirate lord, Dool Pundar out near Mytus VII."<br><br>JB: "At this point you seemed to disappear.&nbsp; Common rumour had it that your ship had been destroyed and the entire crew killed.&nbsp; But this wasn't the case was it?"<br><br>ZK: "We'll clearly not, because I'm sitting in front of you and the <em>Bacchante</em> is parked out there...no what happened was we were chasing a bounty, some crazy-assed bitch in the pit fighting circuit who'd killed her Hutt boss and the Hutt's cartel wanted her head on a platter.&nbsp; With Darion's help we tacked her..."<br><br>JB: "Her?"<br><br>ZK: "Tyrnia Masak.&nbsp; We had tracked her to Thule.&nbsp; She had taken refuge in a city that had been fought over a dozen times, by Jedi, Sith, Republicans, Separatists, you name it they'd been there.&nbsp; We discovered that a renegade group of Separatists from the Techno Union had set themselves up as warlords, demanding fealty from the small groups of locals who were trying to scratch out a living.&nbsp; One of the key resistance organisers was Eufaula, a bounty hunter of some repute.&nbsp; She was determined to bring in the leader of the Separatists who had a plump bounty courtesy of the Imperial Security Bureau."<br><br>JB: "Sounds dangerous."<br><br>ZK: "Everything in our line of work is.&nbsp; Anyway, we ended up organising and training the locals into a little freedom force, smuggled in weapons, ambushed the Techno's convoys, hunting forgaging parties, and generally made their life complete shit.&nbsp; We even managed to get the shattered elements of a Clone Trooper company to assist us.&nbsp; The Techno's eventually had enough and launched an all out assault on the local encampments.&nbsp; So while we're neck deep in Bantha shit, Eufaula takes a small force of Clones and hits the Techno's from behind.&nbsp; She gets her man and when news of the command post being fragged spreads, the Renegade Techno's soon loose the will to die for nothing and disperse."<br><br>ZK: "We spent another couple of months on Thule, helping the locals put things kinda back together.&nbsp; Turns out the Techno's were there for the large stores of Therlinium-3 that had been stashed prior to the assault on Coruscant.&nbsp; The locals were willing to trade their minerals for supplies of every sort....we made an absolute killing.&nbsp; Eufaula decided she liked our style and while she did the odd lone wolf job, she was more or less a permanent member of the crew."<br><br>JB: "I've been reading the scream sheets from a couple of years ago that talk about the horrid events in Lidoo on Trosamin in the Kegan system...can you tell us about that?"<br><br>ZK: *shudders*.&nbsp; "That was ugly.&nbsp; Really ugly.&nbsp; We really should have stayed in bed that day.&nbsp; I remember when the ISB Captain handed me a stack of holoprints.&nbsp; No comment, just stuck 'em in my hands and sat down.&nbsp; The first print was a nice looking girl, maybe 16, 18.&nbsp; The second print wasn't anywhere near as pretty.&nbsp; It had to have been taken maybe 24 hours after she had been dead.&nbsp; Not pretty.&nbsp; Not pretty at all.&nbsp; The third one was worse...it showed what had been done to her back.&nbsp; I remember that right then I made a promise to a dead girl in a picture that I'd avenge her..."<br><br>ZK: "I remember looking at the crew and saying that if they came with on this job they would probably have an opportunity to die, swift or slow wouldn't be their's to choose.&nbsp; That if captured, they'd probably be tortured for something they didn't even really understand.&nbsp; That they could end up dead in a thousand anonymous ways, nameless and alone, screaming into the void where nobody can hear them.&nbsp; I told them they could turn their back on me right now and live to a ripe old age, surrounded by their adoring grandchildren and hating themselves for being a coward who slunk away when you honour was called for."<br><br>JB: *chuckles* "Nothing like a little emotional blackmail..."<br><br>ZK: "Maybe, but the whole crew was there when we lifted off the following morning.&nbsp; I remember one of my tribal elders telling me that sacrifice makes character, but I know now that sacrifice reveals character.&nbsp; The ISB captain didn't want anything else of us but to extract a certain Fanya Lika.&nbsp; But when has a simple extraction ever been just that, ay?&nbsp; We arrived in Lidoo shortly after the mad fuckers had begun the slaughter, supposedly some Hutt had joined this Noonday Eclipse outfit and was in the process of exterminating his rivals after some 'revelation' or some such mumbo jumbo.&nbsp; We located the mark and we're in the process of moving her and her family to the ship, when we came across one of the NE's 'cleansings'."<br><br>ZK: "I'm not sure what goes on in Col. Husk's mind, since he doesn't let anyone in, but all of sudden he lost it.&nbsp; Never seen a blood fury like that before.&nbsp; He literally tore the NE freaks apart with his bare hands.&nbsp; That started a shit storm where every loony in the city was on us, hundreds of the fuckers coming at us from all sides.&nbsp; Lost two good crew that night, Bragga my Dug co-pilot and Wess a merc who had been with the <em>Bacchante</em> for nearly a year.&nbsp; As we lifted off, we sent an encrypted message to our ISB contact advising that we'd lost the mark in the firefight, shortly thereafter, the two Star Destroyers in orbit began to bombard Lidoo into oblivion."<br><br>ZK: "I'm still not sure what transpired on Trosamin, but the Empire certainly wanted whatever "it" was suppressed.&nbsp; I never told them that the mark's daughter had survived.&nbsp; She tried to run with a couple of other crews but after a few months we met up again on Toydaria and she opted to join us, been with us ever since."<br><br>JB: *refers to datapad on lap* "And then we come to Vialiah? So we're about a year ago now?"<br><br>ZK: "Yeah, 13 months to be exact.&nbsp; We'd done some pretty crazy stuff between Lidoo and when Vialiah came on board.&nbsp; We we comissioned by the...um...imperial opposition to retrieve some datacapsules from a satellite that had crashed on some out of the way planet called Ambria in the Steness Node.&nbsp; Apparently this satellite had been orbiting Ambria since Darth Vader was a lad and had been tracking the weather patterns of the planet for decades and for some people that was valuable information.&nbsp; Anyways, we ended up attending this weird auction organised by a group of pre-tech natives that had secured the satellite.&nbsp; No sooner was bidding under way than the party was crashed by a group of mercs hired by whose knows."<br><br>JB: "How did that play out?"<br><br>ZK: "Well my crew did what they do best, which is to kill pretty much everything that walked, crawled and slithered.&nbsp; Vialiah was a member of the merc team, but for whatever reason they intentionally left her behind when it was clear that they weren't going to be able to secure the datacapsules.&nbsp; After the fight we were able to secure the datacapsules through diplomacy and some hard credits.&nbsp; The natives had captured Vialiah and where going to sacrifice her to some god or the other...but my team convinced them not to..."<br><br>JB: "Why would you do that?"<br><br>ZK: "Have you seen her? Why wouldn't I? Not only is she deadly and highly skilled...she's Zeltronian to boot.&nbsp; My crew didn't take much convincing to take her on and they'd all seen how she'd been dumped by her former crew so they wanted in on a little payback.&nbsp; Nothing like a revenge trip to get the juice going."<br><br>JB: "So one minute she's trying to kill you and the next you're taking her into your bossom?" <br><br>ZK: "No to the first part and...well you'll have to wait for my memoir holodisk for an answer to the second..." <br><br>JB: "What...no...wait, I meant..." <br><br>ZK: "That's okay, I know what you meant.&nbsp; She never actually tried to kill either me or any of the crew as that's not Vialiah's style...and I know what's its like to be dumped in the Rancor drek by people you trust...so I offered her place on the crew...afterall, finding an honourable person who will do what they say they will do is hard these days...however, finding a rabid, merciless dog to hunt someone down and kill them for breaking oath...hell those people are a credit a dozen...after talking to her a bit she struck as one of the former.&nbsp; Haven't looked back since."<br><br>JB:&nbsp; So thirteen months later you haven't had any additions or deletions from the crew roster?"<br><br>ZK: "No thankfully.&nbsp; We've been on some interesting jobs, some crazy jobs and some plain milk runs.&nbsp; But the crew has melded very well.&nbsp; Everybody has a job to do and knows how to do it.&nbsp; We've smuggled, kidnapped, stolen, negotiated, and sweet-talked our way around the galaxy making all the credits we need as we go."<br><br>JB: "So where to from here for the <em>Bacchante</em> and her diverse crew?"<br><br>ZK: "We'll some of the crew have talked about retirement and I can say that I'm finding that proposition quite attractive, but there's still plenty of work out there for competent freelancers, so maybe I'll have one last job or maybe I'll sell up and find a nice planet to call my own..."<br><br>JB: "Captian Kaskis, thankyou for your candor and good luck.&nbsp; This is Jaster Burren and you're with the Galactic News Network.&nbsp; Next up this evening on <em>Fringer</em>, the Hutts.&nbsp; Are they really the criminal masterminds we are led to believe?&nbsp; We'll be right back after these messages!"</div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague - Character &amp; OOC Thread</strong><br>
				Post by: <strong>PhantomPistoleer</strong> on <strong>05-06-2012, 05:59:16</strong>
			</dt>
			<dd class="postbody">
				I am really excited about this game.&nbsp; Do you know when play will commence?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Genesis Plague - Character &amp; OOC Thread</strong><br>
				Post by: <strong>Ember Star</strong> on <strong>05-06-2012, 19:28:55</strong>
			</dt>
			<dd class="postbody">
				It's already started. There's links in the last group pm KK sent to us.
			</dd>
		</dl>
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