Characters for the Fringer Campaign

Our KOTOR campaign.
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EvilGenius
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Here's Brin at 4th Level

After several months with BT, Brin has deepened his connection to the Force (Strong in the Force), developed more Force Abilities (Force Training: Surge, Mind Trick and Farseeing) and has become much more comfortable with lightsaber combat (Weapon Finesse, Deflect).

In play, Brin is still more useful outside of combat with great perception (Use the Force to ignore concealment and Farseeing), persuasion (Mind Trick) and movement abilities (Surge). In combat, Brin should be good at Deflecting incoming fire and playing a support role.

Image

Jayarbrin (Brin) CL 4

Medium Human Jedi 4
Init +5; Senses Perception +4
Languages Basic

Defenses Ref 18 (flat-footed 15), Fort 15, Will 17; Deflect
hp 48; Threshold 15
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 6 squares
Melee lightsaber +8 (2d8+2)
Ranged by weapon +7
Base Atk +4; Grp +7
Force Powers Known (Use The Force +14) farseeing, mind trick, surge

Abilities Str 10, Dex 16, Con 10, Int 10, Wis 14, Cha 14
Background: Orphan (when you spend a Force Point to add to an untrained skill, roll an additional 1d6)
Talents:Deflect (as a reaction, you may negate a ranged attack by making a successful Use the Force check. The DC is equal to the result of the attack roll), Guardian Spirit (When you use the Search Your Feelings application of Use the Force skill, you can instead choose to consult your guardian spirit. When you do so, you learn more than just whether the results of your actions will be favorable or unfavorable; you also learn the nature of any immediate conequences, including potential encounters and whether or not certain actions will bring you closer to achieving your destiny.)
Feats Force Boon (gain 3 additional Force Points at each level), Force Sensitivity, Force Training, Skill Focus (Use the Force), Strong in the Force (roll d8 instead of d6 when you spend a Force Point), Weapon Finesse (use Dex modifier instead of Str modifier when attacking with a light melee weapon or lightsaber), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +10, Knowledge (galactic lore) +7, Use the Force +14

Possessions field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, glow rod, all-temperature cloak, utility belt), lightsaber (tech specialist mod; +1 attack), glow rod, medpac, power pack
Last edited by EvilGenius on Thu Dec 03, 2015 12:14 am, edited 3 times in total.
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Here's another Trooper, Vankar Jaks (Jaks)

Jaks was raised on the remote world of Kashyyyk among a little known race called Wookies. Jaks doesn't talk much about his mysterious homeworld, except to mention that the hated Czerka corporation was driven out a few centuries ago and the natives prefer to stay out of the larger galactic view. Jaks joined the Republic military several years ago where his unshakable loyalty and marksmanship earned him a spot with an elite unit, which is now assigned to a smaller Jedi enclave in the Outer Rim.


In play, Jaks role is that of a rifleman. Davidos is the heavy gunner/field medic, Kells is the tactics and teamwork style leader and Jaks is the consummate rifleman. He hits what he aims at and does a lot of damage. Out of combat, Jaks is an excellent example of the Republic's finest. He's loyal to a fault, honorable, tough, alert, and can thrive in the many harsh environments found throughout the galaxy.


Image


Vankar Jaks (Jaks) CL 1

Medium Human soldier 1
Init +7; Senses Perception +5
Languages Basic, Bocce, Shyriiwook (understand only)

Defenses Ref 19 (flat-footed 17), Fort 17, Will 11
hp 32; SR 10; Threshold 17
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 4 squares
Melee survival knife +2 (1d6+1) or
Melee war sword +2 (1d8+1) or
Melee war sword +2 (1d8+2) with both hands
Ranged heavy sonic pistol +3 (2d8) or
Ranged heavy blaster rifle +4 (3d12+2) or
Ranged heavy blaster rifle -1 (3d12+2) with autofire
Base Atk +1; Grp +3
Atk Options autofire (heavy blaster rifle), Riflemaster

Abilities Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8
Background: Raised on Kashyyyk (Persuasion and Survival are class skills, Shyriiwook is a bonus language)
Talents:Weapon Specialization
Feats:Armor Proficiency (light, medium), Riflemaster (Blaster Carbine - You can brace a blaster carbine set to autofire, even through it is not an autofire-only weapon, Blaster Rifle - You treat the blaster rifle as an accurate weapon, Heavy Blaster Rifle - When you use a heavy blaster rifle, the damage dice increases from d10 to d12, Light Repeating Blaster - you treat the light repeating blaster as if it were Medium instead of Large), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills:Endurance +7, Initiative +7, Perception +5, Survival +5

Possessions:field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), heavy blaster rifle, heavy sonic pistol, Republic combat armor (+6 armor, +2 equipment), survival knife, war sword, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), light energy shields (SR 10)
Last edited by EvilGenius on Tue Nov 20, 2018 3:04 pm, edited 2 times in total.
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Here's Jaks at 4th level.

After a few months of action aboard BT ships, Jaks has become used to shooting into chaotic melee combat (Point Blank Shot, Precise Shot). Jaks has also had good opportunity to use his military training to both dodge incoming attacks (Republic Military Training), and work in coordination with his squad (Comrades in Arms).


Image

Vankar Jaks CL 4

Medium Human soldier 4
Init +10; Senses Perception +7
Languages Basic, Bocce, Shyriiwook (understand only)

Defenses Ref 19 (flat-footed 17), Fort 20, Will 14
hp 56; SR 10; Threshold 20
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 4 squares
Melee survival knife +6 (1d6+4) or
Melee war sword +6 (1d8+4) or
Melee war sword +6 (1d8+6) with both hands
Ranged heavy sonic pistol +7 (2d8+2) or
Ranged heavy blaster rifle +8 (3d12+4) or
Ranged heavy blaster rifle +3 (3d12+4) with autofire
Base Atk +4; Grp +7
Atk Options autofire (heavy blaster rifle), Comrades in Arms, Point Blank Shot, Precise Shot, Riflemaster

Abilities Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Background: Raised on Kashyyyk (Persuasion and Survival are class skills, bonus language: Shyriiwook)
Talents Comrades in Arms (+1 to attack rolls when within 3 squares of an ally), Weapon Specialization: Rifles
Feats Armor Proficiency (light, medium), Point Blank Shot (+1 to hit and damage against targets at point blank range), Precise Shot (ignore -5 penalty to shooting into melee), Republic Military Training (once per encounter as a reaction, gain DR10 against an incoming attack if you have cover from the attacker. Using Aim to ignore Cover does not prevent use of this feat), Riflemaster (Blaster Carbine - You can brace a blaster carbine set to autofire, even through it is not an autofire-only weapon, Blaster Rifle - You treat the blaster rifle as an accurate weapon, Heavy Blaster Rifle - When you use a heavy blaster rifle, the damage dice increases from d10 to d12, Light Repeating Blaster - you treat the light repeating blaster as if it were Medium instead of Large), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance +9, Initiative +10, Perception +7, Survival +7

Possessions field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), heavy blaster rifle, heavy sonic pistol, Republic combat armor (+6 armor, +2 equipment), survival knife, war sword, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), light energy shields (SR 10)
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EvilGenius
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Here's an electronic warfare specialist:

Tad handles tech for the squad. During training, Tad was in a serious accident and lost both of his arms, which were replaced with cybernetic prostheses (Background: Crippled). These prosthetic arms function the same as his organic arms would have except they make Tad more susceptible to ion damage. Tad has also had a cybernetic combat implant installed to 'catch him up' with the weapons training he missed due to his injury.

Tad specialized in technology due to his accident and possesses a deep understanding of electronics and how to disable them (Disabler, Electronic Sabotage).

In play, Tad is generally upbeat but often gets lost in whatever tech he is tinkering with (Wis 10, Chr 9), making him seem aloof or uninterested in his surroundings. In combat, Tad's a grenadier and mine layer, and his ion weapons are very effective versus droids. Tad also handles all of the 'slicing' requirements.


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Tadduci Alanadel (Tad) CL 1

Medium Human scoundrel 1
Init +7; Senses Perception +5
Languages Basic, Binary, Mando'a

Defenses Ref 18 (flat-footed 16), Fort 13, Will 12
hp 19; Threshold 13
Immune Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties, +5 to Fortitude Defense against extreme heat and cold effects

Speed 6 squares
Melee by weapon +0
Ranged heavy blaster pistol +2 (3d8) or
Ranged ion pistol +2 (3d8 ion) or
Ranged ion carbine +2 (3d8 ion) or
Ranged ion carbine -3 (3d8 ion) with autofire
Ranged frag grenade +2 (4d6, 2-square burst) or
Ranged ion grenade +2 (4d6 ion, 3-square burst) or
Ranged stun grenade +2 (4d6 stun, 2-square burst)

Base Atk +0; Grp +2
Atk Options autofire (ion carbine), Disabler, Point Blank Shot
Special Actions Electronic Sabotage

Abilities Str 10, Dex 15, Con 12, Int 15, Wis 10, Cha 9
Background: Crippled (start with a cybernetic prosthesis. In this case, both arms.)
Talents Electronic Sabotage (Make a Use Computer check to replace the Will Defense of a computer and make it unfriendly to anyone but you)
Feats Armor Proficiency (light), Disabler (Ion Grenade - grenade's burst radius is 3 squares instead of 2 squares, Ion Pistol - damage dice increases from d6 to d8, Ion Rifle - treat Ion Rifle as an accurate weapon), Point Blank Shot (+1 to hit and +1 damage to targets within point blank range), Weapon Proficiency (pistols, simple weapons)
Skills Deception +4, Endurance +6, Initiative +7, Knowledge (technology) +7, Mechanics +7, Perception +5, Use Computer +7

Possessions field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), heavy blaster pistol, ion carbine, ion pistol, Republic light armor (+4 armor, +1 equipment), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), combat implant, cybernetic prosthesis
Last edited by EvilGenius on Tue Nov 20, 2018 3:07 pm, edited 3 times in total.
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Here's Tad at 4th level.

Over the past few months aboard the BT freighter, Tad has been working on signature modifications to his mines (Demolitionist) and has started to upgrade the squad's gear (Skill Focus: Mechanics, Tech Specialist). In battle, Tad sticks close to a squadmate, providing cover fire and protecting their flanks (Watch Your Back).

In play, Tad is still a little absorbed by his tech projects. He favors Armor modifications, trying to ensure that his squad has the best protective gear they can get their hands on.

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Tadduci Alanadel (Tad) CL 4

Medium Human scoundrel 1/soldier 3
Init +10; Senses Perception +7
Languages Basic, Binary, Mando'a, 1 unassigned

Defenses Ref 20 (flat-footed 18), Fort 19, Will 15; Watch Your Back
hp 40; SR 10; Threshold 19
Immune Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties, +5 to Fortitude Defense against extreme heat and cold effects

Speed 4 squares
Melee by weapon +3
Ranged heavy sonic pistol +6 (2d8+2) or
Ranged ion pistol +6 (3d8+2 ion) or
Ranged ion carbine +6 (3d8+2 ion) or
Ranged ion carbine +1 (3d8+2 ion) with autofire or
Ranged frag grenade +6 (4d6+2, 2-square burst) or
Ranged ion grenade +6 (4d6+2 ion, 3-square burst) or
Ranged stun grenade +6 (4d6+2 stun, 2-square burst)
Base Atk +3; Grp +6
Atk Options autofire (ion carbine), Disabler, Point Blank Shot
Special Actions Electronic Sabotage

Abilities Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 9
Background: Crippled (start play with a free cybernetic prosthesis, in this case, both arms. Vulnerable to ion damage)
Talents: Demolitionist, Electronic Sabotage (Make a Use Computer check to replace the Will Defense of a computer and make it unfriendly to anyone but you), Watch Your Back (if you are adjacent to an ally, neither you nor adjacent allies can be flanked)
Feats:Armor Proficiency (light, medium), Disabler (Ion Grenade - grenade's burst radius is 3 squares instead of 2 squares, Ion Pistol - damage dice increases from d6 to d8, Ion Rifle - treat Ion Rifle as an accurate weapon), Point Blank Shot (+1 to hit and +1 damage to targets within point blank range), Skill Focus (Mechanics), Tech Specialist (prefers Armor Enhancements), Weapon Proficiency (pistols, simple weapons)
Skills:Deception +6, Endurance +8, Initiative +10, Knowledge (technology) +10, Mechanics +15, Perception +7, Stealth +10, Use Computer +10

Possessions field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), 5 frag grenades, heavy sonic pistol, ion carbine, 5 ion grenades, ion pistol, Republic combat armor (+6 armor, +2 equipment), 5 stun grenades, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), combat implant, cybernetic prosthesis, light energy shields (SR 10)
Last edited by EvilGenius on Tue Dec 08, 2015 4:21 pm, edited 2 times in total.
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

I have 1 more trooper to go, a sniper/infiltration build. :)

After he's complete, the squad will be:

Squad Leader/Face (Kells)
Heavy Weaps/Field Medic (Davidos)
Rifleman/Weapons Expert (Jaks)
Electronic Warfare/Gear Specialist (Tad)
Sniper/Pilot

Most of the squad is trained in Endurance and Survival, and everyone is equipped with survival gear. The squad also has a variety of weapons to handle most threats, but importantly, everyone has an ion weapon to use against droids and an sonic weapon to use against Sith (sonic can't be blocked by lightsabers).

In combat, the squad works well together but each squad member individually should work well with PCs, too, so you can bring one (or more) along as an NPC to fill out a necessary role.
Last edited by EvilGenius on Tue Dec 08, 2015 1:29 pm, edited 1 time in total.
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Here's the final trooper, a Durosian Sniper.

Cadon Sivros

Cadon spent his early childhood growing up on Rodia, where his family was serving as personal pilots for the Czerka Corp. As a lone alien, Cadon spent a lot of time getting picked on and avoiding hot tempered Rodians by hiding in the heavy jungles (trained in Stealth and Survival).

When he was older, Cadon's family moved back to Duros where Cadon found an environment more friendly to the Republic. When he was old enough, Cadon joined the Republic military. Cadon is an average pilot, for a Durosian, but his unusual Survival and stealth skills made him a prime candidate for sniper training. Upon finishing his training, Cadon was assigned to a small squad shipping out for a remote Jedi enclave in the Outer Rim.

In play, Cadon is a sniper. He concentrates on detecting enemies at a distance and hitting them at a distance. He uses the Aim action as often as he can, which makes him less mobile than the rest of the squad, but his cover fire has literally been a life saver in several instances. As a Duros, Cadon also performs pilot duties for the squad, frequently getting them into location or pulling them out of hot zones with breakneck piloting stunts.

Image


Cadon Sivros CL 1

Medium Duros soldier 1
Init +8; Senses Perception +6
Languages Basic, Binary, Bocce, Durese, High Galactic, Rodese

Defenses Ref 18 (flat-footed 15), Fort 14, Will 12
hp 30; Threshold 14
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 6 squares
Melee survival knife +1 (1d6)
Ranged ion carbine rifle +5 (3d8 ion) or
Ranged ion carbine rifle +0 (3d8 ion) with autofire or
Ranged heavy sonic pistol +4 (2d8) or
Ranged DLT-20A "Longbarrel" blaster rifle +5 (3d10) or
Ranged DLT-20A "Longbarrel" blaster rifle +0 (3d10) with autofire
Base Atk +1; Grp +4
Atk Options autofire (DLT-20A "Longbarrel" blaster rifle), Devastating Attack

Abilities Str 10, Dex 16, Con 10, Int 16, Wis 13, Cha 10
Special Qualities expert pilot (reroll any piloting check, must keep second result)
Background: Planet of Origin: Rodia (Stealth and Survival are class skills, Rodese is a bonus language)
Talents Devastating Attack (treat your targets Damage Threshold as 5 lower when you make a successful attack roll)
Feats Armor Proficiency (light, medium), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance +5, Initiative +8, Perception +6, Pilot +8 (may reroll but must keep the result of the reroll even if worse), Stealth +8, Survival +6

Possessions DLT-20A "Longbarrel" blaster rifle (accurate weapon +1 to reflex defense against disarming attempts), field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), heavy sonic pistol, ion pistol, Republic light armor (+4 armor, +1 equipment), survival knife, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
Last edited by EvilGenius on Tue Nov 20, 2018 3:10 pm, edited 1 time in total.
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Here's Cadon at 4th level:

After a few months of action aboard the BT freighter, Cadon's aim has become even better (Careful Shot, increased Dex modifier, Penetrating Attack) and he has concentrated on disabling his targets (Dastardly Strike). Cadon has also become more accustomed to shooting into melee combat (Point Blank Shot and Precise Shot).

After several close calls, Cadon has also upgraded his armor (medium armor). During downtime, Cadon spends a lot of time hanging out with Tadduci, discussing upgrades to the squads armor weaponry and vehicles or swapping wilderness survival stories with Davidos.

In play, Cadon likes to stay back from the heavy action and pick off enemies from a distance. With Devestating Attack, Dastardly Attack and Penetrating Attack, Cadon's targets are frequently moving down the condition track, which makes it easier for the rest of the squad to finish them off.

Image


Cadon Sivros CL 4

Medium Duros scoundrel 1/soldier 3
Init +10; Senses Perception +9
Languages Basic, Binary, Bocce, Durese, High Galactic, Rodese

Defenses Ref 21 (flat-footed 18), Fort 18, Will 17
hp 46; Threshold 18
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 4 squares
Melee survival knife +3 (1d6+2)
Ranged ion carbine +8 (3d8+2 ion) or
Ranged ion carbine +3 (3d8+2 ion) with autofire or
Ranged heavy sonic pistol +6 (2d8+2) or
Ranged DLT-20A "Longbarrel" blaster rifle +8 (3d10+2) or
Ranged DLT-20A "Longbarrel" blaster rifle +3 (3d10+2) with autofire
Base Atk +3; Grp +6
Atk Options autofire (ion carbine, DLT-20A "Longbarrel" blaster rifle), Careful Shot, Dastardly Strike, Devastating Attack, Point Blank Shot, Precise Shot

Abilities Str 10, Dex 17, Con 10, Int 16, Wis 14, Cha 10
Special Qualities expert pilot (may reroll any piloting check but have to keep the second roll)
Background: Planet of Origin: Rodia (Survival and Stealth are class skills, Rodese bonus language)
Talents Dastardly Strike (successful attacks against opponents denied their Dex move them -1 step down the condition track),
Devastating Attack (successful attacks treat damage threshold as 5 lower),
Penetrating Attack (successful attacks treat damage reduction as 5 lower)
Feats Armor Proficiency (light, medium), Careful Shot (+1 to hit when Aiming), Point Blank Shot (+1 to hit and damage within point blank range), Precise Shot (do not suffer -5 to attack when firing into melee), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance +7, Initiative +10, Perception +9, Pilot +10 (may reroll but must keep the result of the reroll even if worse), Stealth +10, Survival +9

Possessions DLT-20A "Longbarrel" blaster rifle (tech specialist mod; +1 attack) with Targeting scope, low-light, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), heavy sonic pistol, ion carbine (tech specialist mod; +1 attack) with Targeting scope, standard, Republic combat armor (+6 armor, +2 equipment; tech specialist mod: +1 Max Dexterity) with vacuum seals, improved, survival knife, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
Last edited by EvilGenius on Tue Nov 20, 2018 3:09 pm, edited 1 time in total.
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Re: Characters for the Fringer Campaign

Post by Hardcorhobbs »

EvilGenius wrote: Play Notes:
Roo was exiled from Rodia for secretly collaborating with a group plotting an overthrow of the Rodian goverment (which turned out to be allied with the Sith), some years before the wars started. After exile, Roo took to the hyperspace lanes, exporing the far reaches of the galaxy and thus Roo missed much of the early Wars.

As knowledge of the Wars spread and Mandalorian and Sith atrocities became known, Roo saw the true nature of those with whom he had been collaborating. Roo has come back to galactic civilization now, determined to oppose his former collaborators and allies.
Bob, I was just posting Roo and I noticed something. We are still in the Mandalorian Wars (3976 BBY–3960 BBY). Is Roo old enough to have been around for the Great Sith War (3996 BBY) (About 50 years old)? Or were you referring to the upcoming Jedi Civil War? Because we are still playing prior to the Fall of Malak and Reven.
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Re: Characters for the Fringer Campaign

Post by EvilGenius »

Sorry I didn't make that clear (so many wars in this era). :)

I was thinking that yes, he was old enough to have seen the Sith wars and spent a lot of time travellibg the galaxy afterwards, and is now back because of the Mando wars.
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Re: Characters for the Fringer Campaign

Post by Hardcorhobbs »

EvilGenius wrote:Sorry I didn't make that clear (so many wars in this era). :)

I was thinking that yes, he was old enough to have seen the Sith wars and spent a lot of time travellibg the galaxy afterwards, and is now back because of the Mando wars.
Cool thanks! Just wanted to make sure (I don't know the age curve of a Rodian :p). I'll modify the references to reflect the Great Sith War on the wiki.
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