Ok, Charsheets:
Mern--------------------------------------------------------------------------------------
Stats: You have 20 points to distribute. 3 is average, 5 is max at first level.
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5 STR: Physical strength. Forms the basis for attack power.
4 VIT: Physical vitality. Determines HP growth and physical defense power.
5 RFX: Reflexes. Determines various speed related things.
4 INT: Intelligence. Affects spells and skills.
1 WIL: Willpower. Determines ability to hold concentration and MGR.
1 CHA: Force of personality. Not necessarily physical attractiveness. Affects how people react to you.
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Combat
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HP: 29
ATP: 10/10
ACC: 7/7--You have the armor skill now, so it no longer imposes a penalty
DFP: 10
MGR: 1
EVA: 20--You have the armor skill now, so it no longer imposes a penalty
GRAPPLE RESIST: 15
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Equipment: 0 Credits Remaining
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Main Hand: Tier 1 Repeating Blaster (Two handed--yes it is)
Off Hand:
Body: Heavy Armor
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Skills: 24
Heavy Weapon: 5
Armor: 4
Dodge: 5
Athletics: 5
Investigation: 4
Craft (Defensive Engineering): 1
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Abilities-Active
Marksman--This ability may be used to shoot an opponents weapon before they can strike you with it. You suffer a -2 to your ACC, but if the attack succeeds you disarm your opponent, and may destroy their weapon and cause other effects depending on what they were wielding. This ability is only useable with non-thrown ranged weapons.
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Abilities-Passive
Weapon Focus (Repeating Blaster): The character choses a weapon type. That type of weapon gains a +2 bonus to ACC with that weapon type. This may be taken multiple times, each time for a different weapon type.
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Dauntasa--------------------------------------------------------------------------------------
Stats: You have 20 points to distribute. 3 is average, 5 is max at first level.
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4 STR: Physical strength. Forms the basis for attack power.
4 VIT: Physical vitality. Determines HP growth and physical defense power.
4 RFX: Reflexes. Determines various speed related things.
3 INT: Intelligence. Affects spells and skills.
3 WIL: Willpower. Determines ability to hold concentration and MGR.
2 CHA: Force of personality. Not necessarily physical attractiveness. Affects how people react to you.
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Combat
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HP: 29
ATP: 9--Tier one rifles are 5 damage + 4 RFX = 9
ACC: 4--Your weapon skill is 4, and you have no extra abilities to increase this to 8.
DFP: 10
MGR: 3
EVA: 14
GRAPPLE RESIST: 18
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Equipment
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Main Hand: T1 Rifle
Off Hand:
Body: T1 Heavy Armour
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Skills: INT + 20 to start.
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2 Knowledge: Geology
2 Knowledge: Creatures
2 Blunt (STR)--Decides accuracy with all blunt weapons (clubs, maces, etc.)
2 Weapons Systems (RFX)--Decides Accuracy with vehicular weapons systems, or entrenched weapons, such as manned turrets.
4 Armor (VIT)--Affects what types of armor you may comfortably wear.
3 Survival (INT)--Used for finding your way around or finding food, etc.
4 Rifles (RFX)--Decides Accuracy with all blaster rifles.
4 Brawl (RFX)--Decides accuracy when unarmed or using gauntlets, brass knuckles, or other 'fist' weapons.
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Abilities-Active
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Head Shot--This attack can score a critical attack on rolls of 15-20 instead of only on 20 as per normal. It may only be used with non-
thrown ranged weapons, and may only be used once per day.
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Abilities-Passive
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When the Chips are Down: When the character is outnumbered by 5/1 odds against opponents, is staring down a firing squad, is on his last
chip, or otherwise in a situation that most would deam unwinnable, he becomes invigorated gaining a +2 to all rolls made during this
time, as well as an increase of +2 to both his accuracy and evasion.
WizardCat: You are fine, though I'm going to suggest being ready to holster one of your two guns sometimes until you get your dual wielding skill good and high.
PF: Perfect.
Cabal: Everything is fine.
Bard: You have 3 unspent skill points.
Teal--------------------------------------------------------------------------------------
Stats: You have 20 points to distribute. 3 is average, 5 is max at first level.
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STR: 2
VIT: 3
RFX: 3
INT: 4
WIL: 4
CHA: 4
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Combat
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HP: 23
ATP: 7
ACC (Sword): 3--You only have 3 skill and no abilities or modifiers to increase it to five.
ACC (Thrown): 1
DFP: 3
MGR: 4
EVA: 19
GRP RST: 12
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Equipment 10 credits
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Main Hand: Tier One Silver Sword
Off Hand: None
Body: Light Armor
Other: Throwing Knife x2
Credits: 20--Throwing knives are 10 a piece, that's 20, 30 for armor, 30 for sword, that's 80 credits. Leaving you 20, not ten.
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Skills: INT(4) + 20 to start.
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Weapon Skills:
Swords (RFX): 3
Thrown (RFX): 1
Defensive Skills:
Dodge (RFX): 3
Armor (VIT): 1
Non Combat Skills:
Athletics (STR/RFX): 1
Stealth (RFX): 1
Performance (CHA): 3
Conversation (CHA): 2
Computer Use (INT): 1
Investigation (INT/CHA): 3
Medicine (INT): 1
Craft Demolitions (INT): 1
Knowledge History (INT): 2
Knowledge Force (INT): 1
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Abilities-Active
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Death Blossom
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Abilities-Passive
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Duelist
IC: You need an extra point of armor skill, to trade down your armor to light, OR to subtract one point from your ACC and EVA. Decisions decisions.
Also, I gave IC permission to spend as many points on language as he wants because he's a protocol droid, and it would be silly for him to only know five.
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