ZHON QUIXOTE Edited: Sun, June 1 2008  
Farstar Crew   Background   Journal   Build Notes
Male Cerean Diplomat turned Warrior
STR DEX CON INT WIS CHA
13 13 14 18 16 16
HEALTH
WND PTS VIT PTS
14 72+d6
 
 
 
 
 
SAVING THROWS
FORT REF WILL
+8 +5 +13
Incl Iron Will
+1 amulet vs force


NOTES:












Trained from youth as a peace-loving Diplomat, Zhon's world was shattered when Moff Sarne sent TIE bombers to commit genocide upon the people of Kolatill. Horrified by warfare before, he now seems to revel in it, as a seed of darkness grows within him
Level 9
Exp Pts 36100
Classes Force Adept 7
  Soldier 1
  Telepath 1
   
Age 31
Height 6 feet 6 inches
Weight 200 lbs
Move 10m
Initiative +3
Languages Basic, Cerean
Force Pts 4
Dark Side Pts 2
Reputation +1
NR Credits 0
EE Credits 732

"The Winds of change have come..."
SKILLS (non-force) Roll Rnks Mods
Astrogation UNT 0 -
Balance +1 0 -
Bluff +8 5 -
Climb +3 0 a
Computer Use +4 0 -
Diplomacy +11 6 b
Disable Device +5 1 a
Forgery +4 0 -
Gather Info +3 0 -
Jump +1 0 a
[K] Bureaucracy +9 1 d
[K] Politics +9 1 d
[K] World Lore +9 1 d
Listen +3 0 -
Pilot +7 6 s
Repair +5 1 -
Search +4 0 -
Sense Motive +8 6 -
Spot +3 0 -
Survival +4 1 -
Swim +2 1 w
Treat Injury +8 1 m
(a) -3 armor chk Combat Jumpsuit
(b) synergy with Bluff?
(d) [MC2]datapad + respective Datacard, total +4
(m) medisensor - +4 treat injury
(s) +1 Pilot check if stablizers turned down
(w) -1 per 5 pounds weight carried

FEATS AND SPECIAL ABILITIES
CereanDual Brain, +2 Init
Level 0 DM permitted swap: Bluff for Hide as Class Skill
Level 1 Cosmopolitan: Diplomacy
Force Adept 1Force Sensitive
  Force Proficiency: Alter
  Profiency: All Simple and Primitive Weapons
Force Adept 2Force Proficiency: Control
Level 3 Starship Operations: Transport
Soldier 1 Proficiency: Light Armour
  Profiency: Blaster Pistols/Rifles, Vibro Weapons, Heavy Weapons
Force Adept 3Force Feat: Mind Trick (+2 to Affect Mind and Illusion)
Force Adept 4Force Proficiency: Sense
Level 6 Iron Will
Force Adept 5Force Weapon - full round, 3v, +1d8dmg
Tourney WinDissipate Energy (DC10+dmg inflicted)
Force Adept 6Skill Emphasis: Move Object
NANOsGrants +2 on saves vs poison and disease, plus 1/day with concentration (attack action) or automatically when rendered unconsciousness heals 1-4 wound points, plus auomatically stablilizes if rendered unconscious due to wound damage
Force Adept 7Comprehend all Speech
Level 9Improved Force Mind (+4 1stat to allies, not self, attk action, 8vp+1/target, dur=flvl rds)
Telepath 1Thought Sensor
  Mind Probe DC10+TP lvl+WIS
Feats and SA to be
  
  
  
  
ARMOUR CLASS AC B D DB N O C
General 19 10 +1 +8 - - -
Flatfooted 18 10 - +8 - - -
vs Touch Attacks 19 10 +1 +8 - - -
Fight Defensively 21 10 +1 +8 - - +2
Defensive Single Move 23 10 +1 +8 - - +4
(B)Base AC   (D)Dexterity   (DB) Defense Bonus
(N)Natural   (O)Other   (C)Circumstance
Current Armour is DR5

COMBAT BAB=6 Range To Hit Damage Crit Special
DT12 Hvy Blaster|Stun 4m +10|+5 NA NA DC18
DT12 Hvy Blaster|Lethal 18m +10|+5 3d8+1 20x2 NA
  24m +8|+3 3d8+1 20x2 NA
  30m +6|+1 3d8+1 20x2 NA
**Vibrorapier 1h melee NA +9|+4 2d6+1 20x2 NA
*DT-12 Hvy Blaster Pistol MC2P3 pz'd accurate+3 + laser sights
**Vibrorapier MC2P2 - accurate+2


FORCE SKILLS Roll Ranks Mods VPts Range Action
Type
T10 T20 Notes
  Alter Healing Trance
  Control Force Trance
Prolong Force (use wound pts to power skills)
  Sense Gain vague impressions from the Force
Replace sight, hearing, etc 2vp/sense/round
  Affect Mind +15 9 +3bc 2 or 4 10m FullR 10 NA roll 9=DC15 effect, 10-19=DC20 effect, 20=DC25
2vp to alter perception, 4vp suggestion
  Battle Mind +6 3 +1c 2+ - Move 10 NA Roll 1-8=+2, 9-18=+3, 19-20=+4
Duration 10 rounds
DK Drain Energy +3 0 +1c 2 to 12 10m FullR 10 NA 1-14=DC10 15-24=DC15 25+=DC20
  Empathy +9 5 +1c 2 10m Attk 10 NA Roll 1-5=+2, 6-15=+3, 16-20=+4
Duration 10r Target will save DC10+force user level
Helps: Bluff, Diplo, Handle Animal, Intimidate, Entertain, Sense Motive
  Enhance Ability +14 11 +1c 3 - Attk 10 20 Roll 1-5 = +2, 6-10=+4, 11-15=+6, 16-20=+8 Dur: 10 rnds
Take 20 costs 60VP and 2 minutes
  Enhance Senses +9 5 +1c 3 - Attk 10 20 roll 1-5=+2 | 6-10=+4 | 11-15=+6 | 16-20=+8 Dur: 10 minutes
Helps: Listen, Spot, Search, and Sense Motive
Take 20 costs 60VP and 2 minutes
  Farseeing +12 8 +1c 3 Pr
6 Pa
9 Fu
- 1 hour 10 - Zhon auto-hits past and present, Future = DC25
Can be used to gain single re-roll (DC25)
DK Fear +4 0 +1c 2 10m Attk 10 - On a failed save, target gets a force penalty on skill and attack rolls
NO SAVE - Target can negate the effect by accepting a dark side point
Roll 1-5 No effect, 6-10=-2, 11-15=-4, 16-20=-6 (DC25=-8, DC30=-10)
Penalizes target's skill & attack rolls DC10=-2 DC15=-4 DC20=-6
  Force Defense +6 2 +1c 3 - FullR 10 - Roll 1-3= no effect, 4-8=+2, 9-13=+4, 14-18=+6, 19-20=+8 (DC30=+10)
Can be initiated reactively, but the force bonus is then 1/2
Duration: 10 rounds
DK Force Grip +5 0 +1c 4 un
limited
Attk 10 - Roll 1-4=DC10, 5-14=DC15, 15-20=DC20
3d6 damage, half w/will save
target must be seen, whether in person of electronically
DK Force Light +4 0 +1c 8 10m burst Attk 10 - Total Roll 15 or less == 5dmg to living, 1d8 to spirit, no eff on site
Total Roll 25 or less ==10dmg to living, 2d8 to spirit, no eff on site
Total Roll 40 or less ==15dmg to living, 3d8 to spirit, no eff on site
Total Roll 41 or better=20dmg to living, 4d8 to spirit, reduce site str 1 step
use of this power draws an AOO
DK Force Lightning +5 0 +1c 6 Cone
w:6m
l:10m
Attk 10 - Roll 1-4=DC10, 5-9=DC15, 10-14=DC20, 15-20=DC25
3d8 dmg w/reflex save for half
any target with 50% or better cover is unaffected
  Force Stealth +4 0 +1c 2 - FullR 10 - lasts 10 minutes or when force skill used
roll replaces normal defense (DC25-force user level)
  Force Strike +5 0 +1c 2 10m Attk 10 - Roll 1-4=DC10, 5-14=DC15, 15-20=DC20
dmg 3d4 (REF save for half) on up to 4 adjacent targets
  Friendship +5 1 +1c 2 - FullR 10 - Duration of 1 hr or when hostile action taken
Roll of 15 or better needed to guarentee effect
  Heal Another +15 11 +1c 1/2/4/6 Touch FullR 10 - DC10=1v stabilize
DC15=1v d4+1vp
DC20=2v d6+2v or d4+1w or d2absco
DC25=4v d8+4v or d6+2w or d4+1absco
DC30=6v 2d6+6v or d8+4w or d6+2absco
  Heal Self +10 6 +1c 0/1/2/4 - FullR 10 - DC10=0v d4+1v
DC15=0/1v d6+2v or d4+1w or d2absco
DC20=0/2v d8+4v or d6+2w or d4+1absco
DC25=0/4v 2d6+6v or d8+4w or d6+2absco
vitality-1/hour wounds-1/day
  Illusion +10 4 +3bc 3v
5v
8v
10v
10m
10km
100km
1000km
FullR 10 - Roll 1-4=DC15 illusion
Roll 5-14=DC20 illusion
Roll 15-20=DC25 illusion
saving throw only allowed if studied carefully or interacted with
  Move Object +15 7 +4cm 1+ 10m
initial
Move
or
FullR
10 -
DC10 1v 5kg
DC15 2v 50kg
DC20 4v 500kg
DC25 8v 5,000kg
DC30 16v 50,000kg
DC35 32v 500,000kg
Force Jump-4v add MvObj ranks to jump ranks
Force Fall-4v reduce eff dist by 4m for every 3 over DC12 Jump+MVObj
Multi-Target-add 2v and +2dc for each obj, must be within 4m, full rnd action
Forcing open a lock-DC10 to DC40
  See Force +4 0 +1c 3 Radial
100m
times
frc lvl
FullR 10 - See force check opposes potential target's force stealth (FS) rating
FS rating = best of: DC25 minus force user level -or- force stealth check, if in effect
Directed at a specific target: target is or is not a force user, and their relative strength
Directed as radius: detects presence but NOT relative strength force-using individuals
  Telepathy +13 9 +1c 3 see
chart
Move 10 20 DC10 will save for friends, DC 15 otherwise, plus range mod.
Exchange emotions and a single thought
b Mind Trick +2 Affect Mind and Illusion c blue force focusing crystal m Skill Emphasis: Move Object

ULTRACOMM 3000
Receiver/Transmitter Control Bracer Interfaces
BASE RANGE 50KM+Low orbit MOUNTED Left wrist EXT'L POWER Base Rng -> 500KM + any orbit
PIGGYBACKED Low/Med/High Tech: 500/1000/2000KM DISPLAY, 2D VIDEO Included HOLO includes holo device adapter
COM MODES Voice, Data, Holo, Binary CAM-2D VIDEO Included DATAPAD includes datapad adapter
SCANS Local "Clear" Emergency frequencies KEYPAD Included RCRDNG ROD includes voice recorder adapter
ENCRYPTION DC35, programmable, on/off PRESET FREQs 20 programmable presets    
MICROPHONE (1)Hdset,(1)Bracer,(2)wrless rmt(s) STORAGE Holds two (2) remote mics (50' range)    
RECORDING up to 10 minutes audio only ACCESS Stylus -OR- Move Object    
VOICE MSGING 10 30-second voice messages audio only        
COST 2000 credits COST 2250 credits    
WEIGHT 0.5 kg WEIGHT 0.5 KG - -
Made on Timbra Ott
Preset channels: 1-FS main, 2-FS command, 3-FS security, 4-FS medical, 5-Leilani, 6-Cipher, 7-Rico only, 8-Fxzet only, 9-Kal only, 10-Crunchy, 11-Sancho only, 12-Ciro, 13 through 20 are assigned to away team members by importance
Toggles (via bracer): Two-Way/Xmit only/Recv only/Off, Encryption On/Off, Send Ping Off/every 60min/10min/1min/6 sec, Piggybacking On/Off, Remote Mics Off/On, Vibrate-on-recv off/vibrate only/vibrate also
Special Buttons: Master Power Off/ON Manual Ping
R3D7 subdesignated 'SANCHO'
Industrial Automation R3 Series Tracked Astromech Droid, Expert-6
Reprogrammed by Dann Drugah after the destruction of Torize Station
STR DEX CON INT WIS CHA AC WP VP FORT REF WILL
14 16 14 18 12 10 16 14 - +4 +5 +6
AC
Attacks
Init / Move
Tool Mt 1
Tool Mt 2
Carries
Built in
Equipoment
16 (+2 class, +3 Dex, +1 size)
+7 melee (2d6, saw) or (2d6, arc welder)
+3 / 10m
Medpac MC+3
Transport Maintenance and Repair Toolkit
Med Kit MC2 Diag package, env compensation (vacuum), f extinguisher, gunnery calc unit, heuristic processor, holorecording unit, improved sensor pack, infrared vision, magnetic feet, telescopic appendage, 2 tool mounts
FEATS Ambi, Spacer, Gearhead, SSO:Transport, Bl Pistols, Simp Weapons

SKILLS (9x10=90sp)
Total
Mods

Ranks
Stat
Modfr
Other
Modfr
Notes
Astrogate +15 9
INT+4
+2d  
Computer Use +15 9 INT+4 +2c  
Craft Transport +10 6 INT+4    
Craft Blaster +5 1 INT+4    
Craft Elec Device +5 1 INT+4    
Disable Device +13 9 INT+4    
[K]Astronomy +10 6 +4INT    
Listen +12 9 WIS+1 +2isp  
Pilot +14 9 DEX+2 +2d  
[L]Understand Cerean - - -    
[L]Understand Shreeook - - -    
[L]Read/Write Basic - - -    
[L]Understand Basic - - -    
[L]Speak Binary - - -    
Repair +15 9 INT+4 +2c  
Spot +12 9 WIS+1 +2isp  
Treat Injury +12 9 WIS+1 +2M  
c - Gearhead,   d - Spacer,   isp - improved sensor package,   m - MC2 med kit
The 'Aegis'
Telgorn Corp. Aegis-class Combat Shuttle
Extensively modified by party or parties unknown
Class: Space transport Crew: 4 (Normal +2)
Size: Small (29.0 m long) Initiative: +4 (+1 size, +3 Zhon)
Hyperdrive: None Maneuver: +7 (+1 size, +6 Zhon)
Passengers: 40 Defense: 21 (+1 size, +10 armor)
Cargo Capacity: 120 m tons Shield Points: 60 (DR 20)
Consumables: 4 days Hull Points: 180 (DR 20)
Maximum Speed in Space: Attack (7 squares/action)
Atmospheric Speed: 950 km/h (16 squares/action)
Pilot Weapon: Concussion Missile Launcher (4 missiles/capacity 16)
Fire Arc: Front
Damage: 8d10x2
Missile Quality: Marginal (+5)

Turret 1: Double Turbolaser Cannon (original Farstar belly)
Fire Arc: Turret;
Attack Bonus: Gunner +4 (+1 size, +3 fire control)(typical npc gunner: +4)
Rate of Fire: Single or Multifire
Damage: 5d10x2
Range Modifiers: PB +3, S:+1, M-1 L:-3
Targeting Droid assigned: None
Turret 2: Double Turbolaser Cannon (original Farstar rear)
Fire Arc: Turret;
Attack Bonus: Gunner +4 (+1 size, +3 fire control)(typical npc gunner: +4)
Rate of Fire: Single or Multifire
Damage: 5d10x2
Range Modifiers: PB +3, S:+1, M-1 L:-3
Targeting Droid assigned: None

EQUIPMENT Paid Loc Weight Weight Notes
Carried
  Combat Jumpsuit [MC2] 6300 Worn - 8.00 DR5/MC+2, Dk Brown, purchased on Timbra Ott, paid Fixer comm 300IC
  Karflo Thinsuit [C] 1125 Worn - 1.00 DR0 Grey, +4 saves vs extreme heat/cold, negates prev failure penalties
Customized for Armour Check reduction (0 instead of -1)
Includes breather mask with 1 hour air Modified to include Krongbing climbsuit feature
  Diplomat's Robes 500 Worn - 1.50 This is a high fashion cloak, waterproof. 5 sets owned, 1 worn
  Blue Force Focus Crystal loot inside robes - 0.00 +1 enhancement to all force powers
  Force Power Amulet loot inside robes - 0.05 stores vp equal to wearers force user level to be used to power force abilities
  Force Defense Amulet loot inside robes - 0.05 Acts as Force Defense +1
  DT-12 Heavy Blaster Pistol [MC2P] 5900 on Belt - 2.00 MC+2, personalized for accuracy +3 and has laser sights installed
  Vibroblade (MC2P2) 500 inside Robes - 2.2 from Kiska, MC+2, personalized for perfect balance (+2 to hit, -2 dmg)
  Lightsaber (Sith) loot on belt - 1.0 captured from Sith warriors on Sky'tri, given to me by Fxzet
  UltraComm 3000+ 4250 head/wrist - 1.00 see detailed specfications below
  Recording Rod 167 On Belt - 0.10 purchased as parts, built by Cipher
  [MC2] Datapad from Ciro
3kMC
inside robes - 0.10 presented to me by Captain Ciro before Kal Shebbol
mastercrafted to +2 by Galeena
  Clip with Datacards
    Credit chip
    Personal Logs and Info
    [K]Bureaucracy
    [K]Politics
    [K]World Lore

1
1
300
300
300
inside robes -
0.10
0.10
0.10
0.10
0.10

Cash and banking info(encrypted)
All personal and mission info(encrypted)
+2 on [K]Bureaucracy
+2 on [K]Politics
+2 on [K]World Lore
  Utility Satchel 50 side slung - 7.00 Holds medpacs, medkit, and misc
    Binder Cuffs and key 50 in satchel 0.50 -  
5   Powerpack (STD) booty in satchel 1.00 - full charged
2   Medpack (STD) from Fzx'et in satchel 2.00 - 1d2 wp healed on successful use (TW DC15)
2   Medpack (MC+1) loot in satchel 2.00 - 1d2+1 wp healed on successful use (TW DC15)
    Med Kit (STD) from Fzx'et in satchel 1.00 - needed to heal wounds via Treat Injury skill
    BioTech RFX/K Medisensor 367P in satchel 0.50 - bought as parts | +4 equipment bonus Treat Injury checks
    Security Kit MC+2 Wraith in satchel 1.00 - +4 disable device
  29.40  
 
Stored
  Quarterstaff Hardened Spider Silk - in quarters
2 Flight Suit and Helmet 1 on Aegis, 1 in quarters
1 MC +2 vibrosaw (dmg 3-18, 20 critical) from Adv on the High Seas
1 owed: share of sale of snowcat furs/meat from cave on ice planet, level 4
 
Possessions loaned or assigned to others
  MC3 Medpac gift Sancho - - to revive Zhon or other Aegis crewman
  MC2 Med Kit 100 Sancho - - to treat any Aegis crewmember
  Trnsport Maint/Rpr Kit 250 Sancho - - specifically for repair and maintenance of Aegis
 
Donations/Presents
  Med Trblaser, parts 2334 Farstar Topside Turret - - Long Range and high penetration ship's weapon
  Shield upgrade for Muvon II 1734 Muvon II - - 1984 Imp Credits toward purchase of shields for Muvon II, remainder paid by: ship:500 Fxzet:166 Rico:100 Kal:250 Cipher:250
  Gave 150 credits to Crunchy for MC2 Combat Gloves 150   - - by request
  Gave energy shield from Skytri to Leilani 2300   - -  
 
Looking for
  Ship Mounted Ion Gun
Reconnaissance Droid
Portable Relay COM station
Gloves to increase grip str
Transport or Capital Class
Tiny\portable\spot\listen\search\hover\hide\move silent\recorder
Portable, leave on ship plugged\in, picks up com link signals and adds power/range/crypto
increase str, grip only, for better climbing

---------------------------
Unformatted character notes 
---------------------------

Stats        STR  DEX  CON  INT  WIS  CHA
------------------------------------------
Original      13   14   14   15   13   15
Racial        13   12   14   17   15   15   

Level by Level Stackables tracking
------------------------------------------------------------------------------------------
Lvl Class         BAB DfB  VPts SPt   F   R   W  Rp FP DP STAT  Feats/Notes   
------------------------------------------------------------------------------------------
 0  (Cur Stats)            +18   42  +2  +1  +3                
 1  Force Adept 1  +0  +3  + 8  +24  +1  +1  +2  +0  2  0 ----  Force Sensitive, Control
 2  Force Adept 2  +1  +1  + 6  + 6  +1  +1  +1  +0  1  0 ----  Alter 
 3  Soldier     1  +1  +1  +10  + 4  +2  +0  +0  +0  1  0 ----  Pilot, SS Ops: Transport 
 4  Force Adept 3  +1  +0  + 7  + 6  +0  +0  +0  +0  1  0 +INT  +4sp/level now
 5  Force Adept 4  +1  +0  + 7  + 6  +0  +0  +1  +0  1  0 ----  Sense, 8r Farseeing                       
 6  Force Adept 5  +0  +1  + 4  + 6  +1  +1  +0  +1 -2 +1 ----  Enhance Weapon, Iron Will
    3p/3p tourney                                         +WIS  Dissipate Energy     
 7  Force Adept 6  +1  +0  + 5  + 6  +0  +0  +1  +0  1  0 ----  Skill Emph: Move Object  
    Magnificent 7                                         +DEX  +DEX from "training"
 8  Force Adept 7  +1  +1  + 7  + 6  +1  +1  +0  +0 -2 +1 +CHA  Comprehend All Languages
 9  Telepath    1  +0  +1  +d6  + 6  +0  +0  +2  +0  1  0  ---  TSensor, M Prb, ImpFrcMind         
------------------------------------------------------------------------------------------
 T  Current        +6  +8  72+  112  +8  +5 +11  +1  4  2 
------------------------------------------------------------------------------------------
10  Telepath    2  +1  +0  +d6  + 6  +0  +1  +1  +0  1  0  ---  Psycc Citadel, Frc Mastery
11  Telepath    3  +1  +1  +d6  + 6  +1  +0  +0  +0  1  0  ---  Mind Shard   
12  Telepath    4  +1  +0  +d6  + 6  +0  +1  +1  +1  1  0  CON  Thought Bomb, Fe:TBD                                               
13  Telepath    5  +0  +1  +d6  + 6  +1  +0  +0  +0  1  0  ---  Neural Storm  
14  Telepath    6  +1  +0  +d6  + 6  +0  +1  +1  +0  1  0  ---  High Frc Mastery
15  Telepath    7  +1  +1  +d6  + 6  +0  +0  +0  +0  1  0  ---  Psychic Scourge, Fea: TBD
16  Telepath    8  +1  +0  +d6  + 6  +1  +1  +1  +1  1  0  CON  Receptacle  
17  Telepath    9  +0  +1  +d6  + 6  +0  +0  +0  +0  1  0  ---  Psychic Avatar
18  Telepath   10  +1  +0  +d6  + 6  +1  +1  +1  +0  1  0  ---  Frightful Presence
19  Force Adept 8                                          ---
20  Force Adept 9                                          CON 
------------------------------------------------------------------------------------------

------------------------------------------------------------------------------------------
SKILLS        A1 A2 S1 A3 A4 A5 A6 A7 T1 Rk  AbSco Mod  Tot  Notes 
------------------------------------------------------------------------------------------
              36  9  7 10 10 10 10 10 10                       
Astrogation    -  -  -  -  -  -  -  -  -  0  INT+4      Tr0
Bluff          4  1  -  -  -  -  -  -  -  5  CHA+3      + 8
Climb          -  -  -  -  -  -  -  -  -  0  STR+1 +2c  + 3     
Computer Use   -  -  -  -  -  -  -  -  -  0  INT+4      + 4      
Diplomacy      4  1  -  -  1  -  -  -  -  6  CHA+3 +2a  +11
Disable Devc  *1  -  -  -  -  -  -  -  -  1  INT+4      + 5  
Forgery        -  -  -  -  -  -  -  -  -  0  INT+4      + 4              
Gather Info    -  -  -  -  -  -  -  -  -  0  CHA+3      + 3 
K Bureaucrcy   1  -  -  -  -  -  -  -  -  1  INT+4 +4k  + 9          
K Politics     1  -  -  -  -  -  -  -  -  1  INT+4 +4k  + 9 
K World Lore   1  -  -  -  -  -  -  -  -  1  INT+4 +4k  + 9  
Listen         -  -  -  -  -  -  -  -  -  0  WIS+3      + 3  
Pilot          -  -  6  -  -  -  -  -  -  6  DEX+1      + 7  
Repair         -  -  1  -  -  -  -  -  -  1  INT+4      + 5
Search         -  -  -  -  -  -  -  -  -  0  INT+4      + 3   
Sense Motive   -  -  -  5  -  -  -  -  -  5  WIS+3      + 8    
Spot           -  -  -  -  -  -  -  -  -  0  WIS+3      + 3  
Survival       1  -  -  -  -  -  -  -  -  1  WIS+3      + 4  
Swim           1  -  -  -  -  -  -  -  -  1  STR+1      + 2 
Treat Injury   1  -  -  -  -  -  -  -  -  1  WIS+3      + 4  
-------------------------------------------------------------next target--------------------
Affect Mind    4  -  -  -  -  4  1  -  -  9  CHA+3 +3bz +15  +24 = auto DC25                   
Battle Mind    -  3  -  -  -  -  -  -  -  3  CON+2 +1z  + 6  +14 = auto +3                     
Battle Inflnc  -  -  -  -  -  -  -  -  -  0  CHA+3 +1z  N/A  requires battle med feat          
Drain Energy   -  -  -  -  -  -  -  -  -  0  CON+2 +1z  + 3  -                                 
Empathy        4  -  -  -  -  -  -  1  -  5  WIS+3 +1z  + 9  +14 = auto +3                     
Enhc Ability   -  -  -  -  -  2  -  -  9 11  CON+2 +1z  +14  +15 = tk10 +8                     
Enhc Senses    -  -  -  2  1  2  -  -  -  5  WIS+3 +1z  + 9  +10 = tk10 +6                     
Farseeing      -  -  -  -  7  1  -  -  -  8  WIS+3 +1z  +12  +15 = tk10 auto any time period   
Fear           -  -  -  -  -  -  -  -  -  0  WIS+3 +1z  + 4  -                                 
Force Defense  -  -  -  -  -  -  2  -  -  2  CHA+3 +1z  + 6  +10 = tk10 +6                     
Force Grip     -  -  -  -  -  -  -  -  -  0  INT+4 +1z  + 5  -                                 
Force Light    -  -  -  -  -  -  -  -  -  0  WIS+3 +1z  + 4  + 6 = tk10 auto 2nd level effect
Force Lghtnng  -  -  -  -  -  -  -  -  -  0  INT+4 +1z  + 5  -                                 
Force Stealth  -  -  -  -  -  -  -  -  -  0  CHA+3 +1z  + 4  n/a, opposed, higher is better    
Force Strike   -  -  -  -  -  -  -  -  -  0  INT+4 +1z  + 5  + 9 = auto DC15                   
Friendship     1  -  -  -  -  -  -  -  -  1  CHA+3 +1z  + 5  +10 = no worse than 'indifferent' 
Heal Another   4  1  -  1  1  1  1  1  1 11  WIS+3 +1z  +15  +19 = auto DC20                     
Heal Self      -  3  -  -  -  -  2  1  -  6  CHA+3 +1z  +10  +15 = tk10 DC25                    
Illusion       4  -  -  -  -  -  -  -  -  4  CHA+3 +3bz +10  +14 = auto DC15 -> DC20 illusion     
Move Object    3  -  -  2  -  -  2  -  -  7  INT+4 +4mz +15  +20 - each +5 DC = bigger weight   
See Force      -  -  -  -  -  -  -  -  -  0  WIS+3 +1z  + 4  n/a, opposed, higher is better     
Telepathy      -  -  -  -  -  -  2  7  -  9  WIS+3 +1z  +13  +14 is auto DC15                    
---------------------------------------------------------------------------------------------
Special: GM permitted trading one cha skill.  Hide is out, Bluff is in  
a-Cosmopolitan: Diplomacy (+2)
b-Mind Trick: +2 Illusion and Affect Mind   
c-climbsuit mod on armour 
k-[MC2]datapad and respective knowlege chip (total +4)
m-skill emphasis: move object
z-blue force crystal +1 


BACKGROUND
----------------------
Insert background here


DESCRIPTION
---------------------- 
Insert description here


PERSONALITY
----------------------
Insert personality here


THEME SONG
----------------------
Flirtin with Disaster by Molly Hatchet
 "I'm travellin down that road and I'm flirting' with disaster
  Got the pedal to the floor and my life is runnin faster
  Out of money, out of hope and it looks like self destruction
  How much more can we take of all of this corruption"


EXPERIENCE TRACKING
------------------------------------------
  3000C Liberation of Kal'Shebbol
   500* Defense of Kolatill - Part I
  1000C Defense of Kolatill - Part 2
  1200  Artifact of Aaris
   700C Machinations I       - Info Gathering
   700C Machinations II      - The Jarrells
   700C Machinations III     - Liberation of Torize
  1100  Machinations IV      - Gandle Ott
   600* Machinations V       - Defeat Pirates       
   400C Shintel Downtime
   800C Day at The Beach I   - Tanquilla Beach
   600C Day at The Beach II  - Kill the Energy Creature
  1500C Pembric 1            - Trapped 
   800C Pembric 2            - Trap is Sprung
  2500C Death of the Wraith
  2000C Kathol Sector Bonus
   500C Tournament
  3000C Timbra Ott           - Ambushed by Qulok's Fist
  2000C Magnificent Seven    - Save the village from the bike gang
  1500C An Unexpected Guest  - killer tree-thing wreaks onboard havoc                   
  2000C Ice Planet Jangelle  - find and clear an 'abandoned' research base 
  3500C Dark Skye            - liberate the Sky'trians from Sith Queen   
  4000C Adv on the High Seas - Defeat borgs/pirates, save the dragon-folk
  1500C Who Shot JR Turgah?  - An onboard "murder" mystery 
------------------------------------------
 36100  Current Total
------------------------------------------
C confirmed msgbd entry from Tim
* confirmed as above but half experience, was not in attendence




THE PRIVATE JOURNAL OF ZHON QUIXOTE ABOARD THE NRS FARSTAR


ENTRY 1: Liberation of Kal'Shebbol

We who became the better part of the command crew of the NRS Farstar came together as a team for the first time under the command on Captain Kelaman Ciro. We launched a commando attack on the governmental seat, bringing down the planetary shield and enabling the full scale liberation attack by the New Republic Fleet. We gave chase to Sarne, but he got away, knocking some of us out with some sort of wide-area stun beam. He left behind a heavily modifed (dramatically improved shields, armour, and sensors; but also un-spaceworthy) Correllian Corvette we renamed the FarStar. We were put in command of this ship and set to the task of readying it for travel and eventual pursuit of Sarne
ENTRY 2: Defense of Kolatill

A brief shakeout flight a mere week later proved the spaceworthiness (at least in normal space) of the Farstar, and it wasn't long after that a call for assistance came from the nearby Kolatill system. At Kolatill, we found Sarne had bombed the capital from orbit in retaliatin for the systems revolt against him. We assisted in the rescue and resupply efforts and defended an important supply convoy. We also helped put the new planetary government in place. During the inauguration speech, a carrier vessel belonging to Sarne came out of warp near the planet, assaulted the Farstar, and launched several groups of TIEs (1 bomber and two fighters per group). I boarded the Aegis and helped down one group; but while X-Wings from the Farstar and some scattered planetary fighters took out the remainder, the shuttle carrying Keleman Ciro (and the fabulous speech I had written for him for this occasion) was tractored into the carrier and carried away. We have not seen him since, but have occasionally been able to confirm he remains alive. First Officer Leilani Keona was soon named acting captain with that unsavory Rodian Gorak Khzam named her first officer
ENTRY 3: Artifact of Aaris

Another distress call, this time from a Imperial Source, drew us to a planet known as Aaris, where some sort of mysterious creatures had all but wiped out an entire Sarne-sponsored archeological dig team. We never were able to find the creatures, nor any evidence they actually existed, aside from the carnage they had allegedly wrought. The survivors were under the circumstances happy to be taken prisoner with intent to extradite them to Kal Shebbol for questioning. One of the survivors we rescued, Solla Deremot (a female human biologist) has since joined the crew. The prize find of the expedition turned out to be a heiroglyph covered stone disc, which turned out to be alive, malevolent, and possessing the power (and desire) to cause mass hallucinations and thereby create fear, hatred, and destruction. The disc must have sensed the seed of darkness within me, for when I held it, it offered me power beyond my wildest dreams. It was with some reluctance that I carried it to the missile port on Aegis, loaded it into the tube, and fired it onto the dead surface of Aaris's largest moon. We also searched the planet for a supposed pirate hoard, but in finding it, sprang a booby trap that destroyed it all. The pirate owners attacked us soon after with their small fleet, during which time I piloted the Aegis (near disasterously) into combat for the first time. I have held the honorary assignment of assisant welder's trainee ever since, as Cipher and Fzxet put me on one mostly meaningless welding assigment after another
ENTRY 4: Machinations

Unsure on how best to proceed, we split our team on two bets - check out the last known position of Sarne at Gandle Ott and also see if the pirate race known as the Jarrel's (at Ool Tien) can provide any assistance or intelligence relating to Sarne. Figuring that the pirates would respect a show of force, we took the Farstar to Ool Tien, striking a bargain with them to assist us in exchange for rights to the mining planet of Torize. We were also required to liberate Torize from it's current imperial rule. The ruling Jarrell's nephew - Khepi - was assigned to acting captain. At the same time, we dispatched an investigatory team to Gandle Ott on the Muvon to get the lay of the land there.

Torize was surrounded by ion mines, each capable of destroying our ship, and the first we encountered very nearly did, despite our precaution of doubling shields in the forward arc. After some patchwork repairs and shield restoration, and perhaps some more dedicated sensor efforts, we were able to locate the next mine before it detected us, disabled it, and used the codes within to trace the pattern of the remaining mines and thereby find us the safe path through. We offered the station commander, a Major, the chance to surrender. His response was two flights of TIEs on attack vector, which the Farsar and accompanying XWings made very short work of. On a second call for his surrender, he accepted, but (unbeknownst to us) initiated the station's self destruct sequence. We had scarcely boarded when we discovered this fact, and then shot away the upper parts of the station, docked with the lower part, and took the strain of the skycable that had anchored the station to the planet in staionary orbit, as well as the horrific blast of the exploding station. A group of technical folks boarded and reactivated a neary mobile spacedock, and managed to weld the cable temporarily to it so the spacedocks massive engines could take over the cable. Sitation secure, the Jarrels made good on the word, and also agreed to install a much needed tractor beam in the flight bay of the Farstar

The Gandle Ott team
ENTRY 5: Shintel Downtime

Enter description here
ENTRY 10: Liberation of Sky'tri

I.....I finally felt it. Here there was the presence, hanging in the air, almost thick enough to touch, invading my senses, sweet yet sickening, full of power there for the taking but also touched with pain and anguish. It was at best disconcerting and disorienting....and had me so distracted and concerned my own connections would give our position away that I was unwilling to conjure anything but the simplest demonstration for the Skytri when asked to do so. I have to confront it - I have to confront the fact that all this time I have been wrong - dead wrong - about the Dark Side of the Force. More specifically, as regards to my dismissal of the commonly held belief that it has an innate evil to it, and therefore a sentience and dire intent. Even now, as I record this log, I can feel it not only calling to me, tempting me with promises of power and wealth beyond any man's dreams....but also burrowing like a thousand worms under my skin. I heard it laugh with glee as I called upon it to deliver the lightning to our enemies. It is now my constant companion, a voice that speaks to me that no one else can hear, one that even sleep does not silence. My one way out seems to be to give in, to give it what it wants - but I cannot and will not do that. I must find another way. Alone. Unfortunately, if anyone learns of this, I believe will meet the same fate as the queen and her disciples. No one will understand, no one will want to help, excepting helping me into my grave. In this crowded ship teeming with life, I could not be more alone. Except for my new companion, whose company I cannot escape. I believe my only hope is to constructively focus the growing hate and anger within me. Perhaps the contents of the holocrons will help. Addendum: I've read the holocrons (under Khepi's suspicious eye) and have reported the results (in essence a symposium by Palpatine, Vader, and some unknown Skytri female on how to recruit and train dark jedi) to the captain. They only confirm my growing suspicions and concerns. Am I becoming a danger to my own crew?
ENTRY 11: Adventure on the High Seas

A very satisfying bit of work. We located a world almost fully encased in a close-orbiting asteroid field, covered entirely by a water ocean. The inhabitants consisted of a group of folks who had crashed her, their "land mass" based on floating hulks of crashed ships. They had replaced much of their bodies with cybernetics claiming that indigenous bacteriums had eaten away their flesh, an effect ameliorated only by eating the unique indigenous plant and animal life - meaning if we (who has already been infected by the mere act of breathing the atmosphere) could die if we left the place. If we could - as a splinter group of these former scientists (ones they referred to as the Dragon Lords) had developed a ray weapon that would bring down any ship within the asteroid 'shell'. Indeed, such a ray had disabled both our ship and our landing craft, and these sea-dragon riding people had attacked us on sight as we made for the makeshift island.

However, further investigation (mainly, actually finding, capturing, and questioning one of the dragon-folk) revealed that the dragon folk were peaceful, and that the borg scientists not only controlled the ship-crippling "ion ultra cannon" but were also planning on carving us up to use as replacement parts. We avoided this fate through subterfuge, and under cover of the diversion provided by a dragon-lord assault we had arranged earlier, we assaulted the control center that housed the ultra ion cannon. A pitched battle was fought against many cyborg guards, but ultimately, we managed to destroy it. The surviving borgs were imprisoned by the dragon folk with the intention of rehabilitating them.

Our onboard shipmates used their wits and the Sarne virus to deal with both the crippling effects of the ultra ion cannon and the subsequent and sudden arrival of the Plunderer, leading naturally to the subsequent capture of the Farstar. Trapped in the gravity well of the planet and almost certain destruction in free fall through the atmosphere, the pirate captain bargained for the release of everyone in exchange for the virus "cure". We left hurriedly after ensuring the virus had been released and their repairs were underway. It is unlikely the pirates will deal with us so kindly when next we meet.