The Characters

Previous topic - Next topic

TheTick

Galak (Derrell)
Human Soldier

Hit Points/Wounds:  1/12

Galak is a native of Naboo and a volunteer in the Royal Security Service. He is very loyal to the people of Naboo, protecting them from criminals and enemies. He wears a combat jumpsuit, and his normal weapon is a blaster pistol. As a trained soldier, he is capable of using much larger weapons when called to do so.

During an adventure, Galak is extremely good with ranged weapons, providing fire support for the rest of the team.

Galak is the best fighter in the group, with the most accurate attacks. He has armor, making him reasonably difficult to hurt. He usually leads the team into combat. Because he’s a soldier, he’s expected to take on the toughest opponents.

Actions: Galak may attempt any of the following actions. When he does, roll 1 twenty-sided die and add the indicated bonus (or subtract the listed penalty). The GM will tell you whether your total was high enough to succeed.

Attack: +4 bonus
Disable Device: -10 penalty
Jump: +2 bonus
Push: +2 bonus
Repair: -10 penalty
Survival: +1 bonus
Computer Use: +1 bonus

Damage: 3 six-sided dice with blaster pistol.  If the GM tells you that Galak’s blaster hit, roll 3 six-sided dice. That’s how much damage the blaster does.

Defense: 15
If a foe attacks Galak, he must roll a 15 or higher to hit.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

TheTick

#1
Arani Korden (Megan)
Human Scoundrel

Hit Points/Wounds:  14/14

Arani is the daughter of a Naboo noble. She’s confident and adventurous, always looking for excitement. She has a talent for getting into trouble . . . and getting out of it.

During an adventure, Arani often deals with "tricky things," like security systems, computers, and traps.

Arani can handle herself in a fight, but she’s not the best fighter in the group. She’s very fast and hard to hit, but doesn’t do damage as well as she avoids it. Her expertise with computers and security devices will make her the best choice for many other challenges the heroes will face.

Actions: Arani may attempt any of the following actions. When she does, roll 1 twenty-sided die and add the indicated bonus (or subtract the listed penalty). The GM will tell you whether your total was high enough to succeed.

Attack: +3 bonus
Disable Device +7 bonus
Jump: +0 bonus
Push: +0 bonus
Repair: -10 penalty
Survival: +1 bonus
Computer Use: +5 bonus

Damage: 3 four-sided dice with holdout blaster.  If the GM tells you that Arani’s blaster hit, roll 3 four-sided dice. That’s how much damage the blaster does.

Defense: 18
If a foe attacks Arani, he must roll a 18 or higher to hit.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

TheTick

#2
Rann I-Kanu (Nighthawk)
Human Jedi Guardian

Hit Points/Wounds:  13/13

Rann I-Kanu is the Padawan learner of Master Ali-Vor. He is a seeker of justice and defender of the innocent. In combat, Rann uses a lightsaber,  the weapon of a Jedi. He is also strong in the Force and has Force powers he can use. During an adventure, Rann protects his teammates and helps defeat enemies.

Rann is swift and skilled, able to deal a fair amount of damage with his lightsaber. He can also use Force powers in combat.

Actions: Rann may attempt any of the following actions. When he does, roll 1 twenty-sided die and add the indicated bonus (or subtract the listed penalty). The GM will tell you whether your total was high enough to succeed.

Attack: +3 bonus
Disable Device: -10 penalty
Jump: +3 bonus
Push: +2 bonus
Repair: -10 penalty
Survival: +3 bonus
Computer Use: +2 bonus

Damage: 2 eight-sided dice with lightsaber.  If the GM tells you that Rann’s lightsaber hit, roll 2 eight-sided dice. That’s how much damage the lightsaber does.

Defense: 15
A foe must roll a 15 or higher to hit Rann in combat.

Force Powers
Rann can use these Force powers instead of attacking (each one can be used a total of two times during the game):

*Battlemind. This Force power enhances Rann’s combat abilities. For the rest of the fight, Rann gains a +1 attack bonus. (That is, his attack bonus is +4 instead of +3.)

Uses:  2/2

*Heal Self. This Force power heals one of Rann’s wounds. Roll 1 four-sided die and erase that many checked wound boxes from Rann’s character sheet when he uses this power.

Uses:  2/2

*See Force. This Force power allows Rann to know how many living creatures are in a room, even before he enters it.

Uses:  1/2
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

TheTick

#3
Rorworr (T_Smith)
Wookiee Scout

Hit Points:  10/14

Rorworr is a Wookiee from the planet Kashyyyk. He is brave, loyal, and curious. Rorworr carries a bowcaster, a uniquely Wookiee weapon that no one else on the team is strong enough to use. Although he’s not the most accurate combatant, Rorworr does tremendous damage.

Rorworr is good at fixing things and identifying dangers in the wilderness. He’s also a fair fighter and can back up others in combat.

Actions: Rorworr may attempt any of the actions listed below. When he does, roll 1 twenty-sided die and add the indicated bonus (or subtract the listed penalty). The GM will tell you whether your total was high enough to succeed.

Attack: +2 bonus. A bowcaster must be reloaded
after every shot, so Rorworr can only attack
every other turn.
Disable Device: -10 penalty
Jump: +3 bonus
Push: +3 bonus
Repair: +5 bonus
Survival: +4 bonus
Computer Use: +1 bonus

Damage: 3 ten-sided dice with bowcaster. A bowcaster must be reloaded after every shot, so Rorworr can only attack every other turn. If the GM tells you that Rorworr’s bowcaster hits, roll 3 ten-sided dice. That’s how much damage the bowcaster does.

Defense: 14
If a foe attacks Rorworr, he must roll a 14 or higher to hit.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!