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Steel Nina - Twi'lek Scout


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SteelNina-Twilek.jpeg.1764f6e362d19d888b4fc64cd0757eb5.jpegPersonality Those who don't know her assume the Steel in her name comes from the steel-blue color of her skin and eyes, while others assume it has something to do with her preference for blades and slugthrowers, but those who've faced her in a fight know the truth: the Twi'lek has nerves of steel. Nothing rattles the woman. In her work as a freelance scout and off-the-books, low-stakes bounty hunter, 
Steel Nina is a no-nonsense, tough-as-nails, reticent twi'lek. But that's just her crunchy outer shell. Those who get to know her come to realize that Nina has a soft center: a deep wellspring of compassion and wisdom born of hardship and loss. With her friends and close shipmates, Nina can be easygoing, upbeat, warm and supportive bordering on maternalistic, with only occasional bouts of moodiness. And hidden within her soft gooey center lives the free-spirited twi'lek girl she used to be. Nina's closest friends will tell you that if you catch her at the right moment--on payday at the end of a good job or if you take her out on the town on a twi'lek holiday--Nina can be chatty, flirty, and impulsive in her pursuit of fun.

Physical Description Nina's skin is an uncommon steel-blue color that deepens to blue when she blushes--a rare occurrence. Her eyes are a hard-edged yet striking blue gray, her facial features are attractive yet severe, with the exception of generous rose-colored lips. The overall effect gives the twi'lek a decidedly confident and mature appearance--despite only twenty-two years of life. As for the rest, Nina was blessed with the long-waisted hourglass proportions of a 
taller-than-average shapely frame. When she moves, everything stays firm and toned and soft, suggesting the natural grace and athleticism of a dancer more than a soldier. Nina's head tales are partially covered with purple-blue leopard spots that trail down to the sides of her neck, tastefully accentuated with twi'lek 
skin art of paisley patterns.

Steel Nina tends to wear clothes that are serviceable and practical for her line of work, favoring earthy neutral tones that lend themselves to stealth and blending into crowds. Typically, she wears no makeup or jewelry, doing nothing to improve upon her striking features and shapely figure.

Steel Nina typically travels with a backpack full of survival gear, a utility belt with more of the same, a survival knife in a sheath on her hip, and a heavily modified slug thrower rifle slung over her shoulder in a custom made soft leather carrying case. Nina has named her rifle uchuy chukchuq, Huttese for little stinger, though she more commonly refers to it simply as chukchuq.

Background Steel Nina is a private individual who rarely talks about her past in any detail. When asked directly, she typically changes the subject or speaks in vague generalities that may or may not be true, statements such as "My family bounced around from sector to sector while I was growing up. I spent a lot of time in Hutt Space--that's why I speak the lingo so well. I've been to more backwater planets than you can shake a stick at."

 

Edited by Wizard of the Coat (see edit history)
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Nina Veldii - a.k.a. Steel Nina Twi'lek Backwater Bounty Hunter

Init +3 | Perception +7 (Low-light VisionTwi'leks ignore Concealment (but not Total Concealment) from darkness.) | Basic, Ryl, Huttese, Bocce | Persuasion +3 | Deception +8 | Gather Info +8 | Stealth +13 | DeceptiveNaturally gifted at manipulation, a Twi'lek may choose to reroll any Deception check, but the result of the reroll must be accepted, even if it is worse. | SeducerYou excel at seduction through deception. If you fail a Persuasion check to change a target's Attitude, you can immediately reroll the check using your Deception skill in lieu of your Persuasion skill. You must accept the result of the reroll, even if it is worse.

Fort 18 | Ref 17 | Will 15 | HP 41/41 | DT 18 | CT 0 -1-1 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -2-2 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -5-5 Penalty to all Defenses; -1 Penalty on Attacks, Ability Checks, and Skill Checks -10Move at half speed; -10 Penalty to all Defenses; -10 Penalty on Attacks, Ability Checks, and Skill Checks HHelpless (unconscious or disabled) | FP 6/6 |TFP 0/1 | Credits 235 | Sport HunterYou are skilled in the use of slugthrowers and sporting weapons and gain certain benefits depending on which weapon you use.

Prerequisites: Weapon Proficiency (Pistols) or Weapon Proficiency (Rifles)

Effect: When you make a ranged attack with a slugthrower or sporting weapon with which you are proficient, you gain one of the following benefits, depending on the kind of weapon you use.

>Slugthrower Pistol: When you use a Slugthrower Pistol at Point-Blank Range, you deal +1 die of damage with the weapon.
>Slugthrower Rifle: When you use a Slugthrower Rifle, the damage dice increase from d8 to d12.
>Sporting Blaster Pistol: When you use a Sporting Blaster Pistol, reroll any result of 1 on the damage dice until you get a result other than 1.
>Sporting Blaster Rifle: When using a Sporting Blaster Rifle, you gain a +1 bonus to attack rolls when you Aim before firing.
| Point Blank ShotYou are skilled at making well-placed shots with ranged weapons at Point-Blank Range.

Effect: You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range.

Special: This Feat works normally with Vehicle Weapons. However, if you are using a Missile or a Torpedo and you miss with your attack roll, the projectile does not gain the benefit of this Feat for the second attack roll.
| Improved StealthYou may choose to reroll any Stealth check, but the result of the reroll must be accepted, even if it is worse. This Talent applies to Stealth checks made while Piloting a Starship (see Starship Stealth). | Precise ShotYou are skilled at timing your ranged attacks so that you don't hit your ally by mistake.

Prerequisite: Point-Blank Shot

Effect: You can shoot or Throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty.

Special: If another Vehicle fires into a Dogfight, it takes a -5 penalty on its attack roll, unless the Gunner has the Precise Shot feat.


SteelNinaTwilekAIRendering.jpg.6c39a2b1fb4f3e9edff48464c5d58e2e.jpg"Great!" Nina replied, pleased that Shade looked to be feeling better. She guessed something had happened during his hour alone, but didn't feel she knew him well enough to ask about it.

They were interrupted by a loud "Excuse me" before they could set out for the mess. Nina turned to see the old man, Gilder Varth--she was good with names and faces. The surprise on her face was genuine--she'd thought the guy was on a one-way trip to an interrogation center. But it made sense, she quickly concluded: he'd likely already been turned when he'd been detained by the Empire. This was just a new way to work the asset.

She let Shade take the lead with the introductions. When he didn't introduce her, she jumped in, placing a hand on his forearm momentarily--to emphasize her words. "I'm Nina, and likewise glad to see you looking better. We were just heading to the mess for a meal. Care to join us?"

In their initial meeting, the old man had likely seen the twi'lek as a dangerous woman with a loaded weapon and trust issues. Now she carried no heavily upgraded slugthrower rifle, not even a side arm--though she still wore the survival knife at her hip. In this new setting the twi'lek seemed to radiate a confidence that cut through their differences in status and age. Indeed, when he looked into her eyes, he saw none of the deference he'd grown accustomed to over the years. She would not be "yes-sir"ing him anytime soon. And somehow, the hard-edged, even-keeled confidence he saw in those penetrating eyes was... disarmingly attractive.

OOC

Main Hand -

Off Hand -

Actions

Action

Swift Action

Move Action

Possible Reaction

Effects/Conditions

Statblock

Twi'lek Female Scout 2 Scoundrel 1

Destiny Points 0 Dark Side Score 0

Str 10 Dex 14 Con 14 Int 12 Wis 12 Cha 14

Skills Athletics1. Climb Surface
2. Accelerated Climbing
3. Catching Yourself When Falling
4. Making Handholds and Footholds
5. Additional Climb Applications
5.1. Climbing in Low or High Gravity
5.2. Extreme Conditions

1. Long Jump
2. High Jump
3. Jump Down

1. Swim
+6, Deception1 Deceive
1.1 Deceptive Appearance
1.2 Deceptive Information
2 Create a Diversion to Hide
3 Feint
4 Additional Deception Applications
4.1 Alternative Story (Trained Only)
4.2 Cheat (Trained Only)
4.3 Create a Diversion to Hide an Item
4.4 Feign Haywire (Droids Only)
4.5 Innuendo (Trained Only)
+8, Gather Information1 Learn News and Rumors
2 Learn Secret Information
3 Locate Individual
4 Additional Gather Information Applications
4.1 Analysis (Trained Only)
4.2 Find a Good Score (Trained Only)
4.3 Identify
+8, Perception1 Avoid Surprise
2 Eavesdrop
3 Notice Targets
4 Search
5 Sense Deception
6 Sense Influence
7 Additional Perception Applications
7.1 Long-Range Spotter (Trained Only, Requires Electrobinoculars)
+7, Stealth1 Sneak
2 Conceal Item
3 Create a Diversion to Hide
4 Pick Pocket
5 Sleight of Hand
6 Snipe
7 Additional Stealth Applications
7.1 Conceal Large Items
7.2 Drop
+13/+18+5 Equipment Bonus for Camouflage Poncho when attempting either the Sneak or Snipe applications of the Stealth skill , Survival1 Basic Survival
2 Endure Extreme Temperatures (Requires Field Kit)
3 Know Direction
4 Track (Trained Only)
5 Additional Survival Applications
5.1 Create Defensive Position (Trained Only)
5.2 Extended Survival (Trained Only)
+7

Speed 6

Melee +1 Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt.

Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price.

One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs.

Weapon Type: Simple Weapons (Melee)

Size: Small

Cost: 100

Damage: 2d4

Stun Setting: YES

Weight: 1 Kilogram

Type: Bludgeoning
(2d4 bludgeoning)

Ranged +4 Chuq-chukSLUGTHROWER RIFLE
Rate of Fire:[/B] Single-Shot, Autofire
RANGE
w/Range Finder: 0-30 PB -0; 31-60 S 0; 61-150 M -5; 151-300 L -10
w/Targeting Scope (Aim): 0-30 PB -0; 31-60 S 0; 61-150 M -2; 151-300 L -5
w/Range Finder & Flash Suppressor/Silencer: 0-30 PB -0; 31-60 S -0
w/Folded Stock & Range Finder: 0-20 PB -0; 21-40 S -0; 41-60 M -5; 61-80 L -10
w/Folded Stock & Targeting Scope (Aim): 0-20 PB -0; 21-40 S -0; 41-60 M -2; 61-80 L -5
w/Folded Stock, Range Finder, & Flash Suppressor/Silencer: 0-20 PB -0; 21-40 S -0
RETRACTABLE STOCK
1. Extending or folding a Retractable Stock is a Move Action.
2. When the Retractable Stock is folded, the following rules apply:
>Treat the Weapon as a Pistol for purposes of proficiency and Range.
>You cannot Brace the Weapon while using it in Autofire mode, even if it is an Autofire-only Weapon.
3. When the Retractable Stock is extended, the following rules apply:
>Treat the Weapon as a Rifle for purposes of proficiency and Range.
>You take a -5 penalty on attack rolls with the Weapon if you use it in one hand (Regardless of its size relative to you).
BIPOD
1. A bipod is an attached two-legged stand that steadies the barrel of a Rifle or Heavy Weapon when Aiming or using Autofire.
2. Preparing a Bipod for use is a Move Action, and you cannot prepare a Bipod unless you are either Prone or adjacent to low objects (or other waist- to chest-height Cover) that are between you and your target. If you move, you cannot use the Bipod until you prepare it again.
3. A Bipod makes Aiming easier. If you have already Aimed at or attacked a particular target, each subsequent Aim Action requires only a Swift Action. This benefit is lost if you attack or Aim at any other target.
TARGETING SCOPE
1. A Targeting Scope (Standard) reduces the Range by one category (for example, from Medium to Short Range). However, you must Aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target.
RANGEFINDER
1. Any Ranged Weapon can have a Rangefinder built into it... takes no penalty when used to attack a target at Short Range. This is essentially an improved version of a Targeting Scope, and thus its benefits do not stack with those of Targeting Scopes. (However, a Weapon can have both a Rangefinder and a Targeting Scope, using the latter only when Aiming at targets at Medium or Long Range.)
FLASH SUPPRESSOR/SILENCER
1. Fitting over the muzzle of any Small or larger Slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A Flash Suppressor/Silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped Slugthrower.
2. It reduces the maximum Range of the weapon by two range increments.
(2d12+2 piercing), +4 Saturday Night Special (3d6+2 piercing)

Equipment

  • All-Temperature OutfitA refluffed All-Temperature Cloak.

    Weight: 1.5 Kilograms

    This wrap-around cloak protects its wearer from the elements, providing +5 Equipment bonus to its wearer's Fortitude Defense against extreme heat or cold.
    (worn): zippered all-temperature low-cut t-shirt, all-temperature stretch pants, all-temperature crop jacket with hood in large zippered collar, all-temperature stretch neck gaiter (in jacket pocket), all-temperature gloves, all-temperature hiking boots, polarized sunglasses (in jacket pocket)
  • Camouflage PonchoWeight: 1.5 Kilograms

    The Camouflage Poncho is worn over Armor to conceal the wearer from being spotted. Special materials track the surrounding area and alter the pattern of the Camouflage Poncho, smoothing and blending the wearer's silhouette. Typical examples include the Ayelixe/Krongbing Textiles Camouflage Poncho. A Camouflage Poncho grants a +5 Equipment bonus to Stealth checks.
    (currently in private cabin on ship)
  • [Female Twi'lek] Earbud ComlinkThe Earbud Comlink is a tiny Comlink fitted for the wearer's ear, allowing unobtrusive private communication for anyone needing to be discreet- ambassadors, card cheats, and spies, for example. The Earbud Comlink's size, shape, and color give the wearer a +5 Equipment bonus to Deception checks for the purpose of hiding its presence.

    The Earbud Comlink can be programmed to initiate or receive a transmission when the wearer touches his or her ear or even clicks or grinds his or her teeth. Because of its minute size, the Earbud Comlink has the same range as a Comlink (Short-Range)- 50 kilometers or low orbit.
    (concealed in ear: DC 33 Perception check to spot)
  • Hypoinjector WristbandWeight: 0.1 Kilograms

    An inconspicuous metal band, the Hypoinjector Wristband can help a wearer avoid succumbing to the effects of Poisons and other harmful chemicals. The refillable wristband stores up to 8 doses of vaccines, antidotes, or other medication. In addition to the Hypoinjector, the Wristband also houses a bioscanner that continually scans the wearer for any foreign chemicals that the device can counteract. When a harmful substance is detected, the Hypoinjector administers the appropriate drug. Refilling the Wristband requires a Standard Action per dose or 4 rounds for the entire set. The device runs on two Energy Cells that must be replaced after 5 days of constant use.
    (worn)
  • Miniatureized Survival KnifeA small hand-held Weapon with a sturdy blade, the Survival Knife can be used as both a tool and a weapon, making it popular with explorers and survivalists alike. It is frequently issued to pilots in military units in the event they are shot down and survive their Vehicles' destruction.

    The handle is hollowed out to allow storage of very small items, typically rudimentary Survival Gear such as a Fire Rod, a short length of binding wire, or an Energy Cell.

    A character who has a Survival Knife can always determine which way is north thanks to the built-in digital compass.

    Weapon Type: Simple Weapons (Melee)
    Size: Tiny
    Cost: 100 (+500 for miniaturization)
    Damage: 1d4
    Weight: .7 Kilograms
    Type: Slashing
    Special: Can be Thrown (Inaccurate; Cannot be Thrown at targets at Long Range)
    (sheathed on thigh)
    • Fire PasteWeight: 0.1 Kilograms

      Fire Paste is a thick beige substance that can act as a fuel for starting a fire. The paste, once squeezed from its tube, can be placed on virtually any surface, including ice and wet wood. With a single spark, the paste ignites, burning for 3d4 minutes. If applied to a living creature or an object, the burning paste causes 1d6 points of Fire damage as long as it burns and remains in contact with the creature or object. A single squeeze tube contains 5 applications of Fire Paste.
      (in miniaturized survival knife hilt)
  • Hip HolsterWeight: 0.5 kg

    Holsters are generally available for all Medium or smaller weapons. (Larger weapons are usually carried on shoulder straps, hangers, or baldrics that cost as much as a Hip Holster.).

    Hip Holster: This Holster holds the weapon in an easily accessed- and easily seen- location.
     (in secured locker in private cabin on ship)
    • Chuq-ChukSLUGTHROWER RIFLE
      A Slugthrower Rifle is the larger cousin of the Slugthrower Pistol. It doesn't need a Power Pack; instead, it takes clips containing "Slugs," with each clip holding 20 Slugs. Clips cost 40 credits and, weigh 0.2 kg.
      Weapon Type: Rifles
      Size: Medium
      Cost: 300
      Damage: 2d8
      Stun Setting: NO
      Rate of Fire: Single-Shot, Autofire
      Weight: 4 Kilograms
      Type: Piercing
      Availability: Restricted

      RANGE MODIFIERS
      w/Range Finder: 0-30 PB 0; 31-60 S 0; 61-150 M -5; 151-300 L -10
      w/Targeting Scope (Aim): 0-30 PB 0; 31-60 S 0; 61-150 M -2; 151-300 L -5
      w/Range Finder & Flash Suppressor/Silencer: 0-30 PB 0; 31-60 S 0
      w/Folded Stock & Range Finder: 0-20 PB 0; 21-40 S 0; 41-60 M -5; 61-80 L -10
      w/Folded Stock & Targeting Scope (Aim): 0-20 PB 0; 21-40 S 0; 41-60 M -2; 61-80 L -5
      w/Folded Stock, Range Finder & Flash Suppressor/Silencer: 0-20 PB 0; 21-40 S 0
       (in Hip Holster)
      • Retractable StockUpgrade Point Cost: 0 or 1 (See below)

        Availability: Common

        Any Rifle or Pistol (as well as Rifle- or Pistol-like Exotic Weapons (Ranged)) can have a Retractable Stock added. This Upgrade requires 1 Upgrade Slot for a Pistol, but 0 Upgrade Slots for a Rifle. (A Rifle already has a stock, which can be replaced with the Retractable Stock.) Extending or folding a Retractable Stock is a Move Action.

        When the Retractable Stock is folded, the following rules apply:
        1. Treat the Weapon as a Pistol for purposes of proficiency and Range.
        2. You cannot Brace the Weapon while using it in Autofire mode, even if it is an Autofire-only Weapon.

        When the Retractable Stock is extended, the following rules apply:
        1. Treat the Weapon as a Rifle for purposes of proficiency and Range.
        2. You take a -5 penalty on attack rolls with the Weapon if you use it in one hand (regardless of its size relative to you).
      • BipodUpgrade Point Cost: 0
        Availability: Common

        A Bipod is an attached two-legged stand that steadies the barrel of a Rifle or Heavy Weapon when Aiming or using Autofire. Preparing a Bipod for use is a Move Action, and you cannot prepare a Bipod unless you are either Prone or adjacent to low objects (or other waist- to chest-height Cover) that are between you and your target. If you move, you cannot use the Bipod until you prepare it again.

        A Bipod counts as a mount for any Weapon that requires it (such as a Heavy Repeating Blaster or an E-Web Repeating Blaster). For other Weapons, a Bipod makes Aiming easier. If you have already Aimed at or attacked a particular target, each subsequent Aim Action requires only a Swift Action. (Under these circumstances, a character with the Sniping Master Talent can Aim as a Free Action once per round.) This benefit is lost if you attack or Aim at any other target.

        A Bipod adds 20% to the weight of the Weapon (minimum 1 kilogram).
      • RangefinderUpgrade Point Cost: 1
        Availability: Licensed

        Any Ranged Weapon can have a Rangefinder built into it. Such a Weapon takes no penalty when used to attack a target at Short Range. Thus, a Blaster Pistol with a Rangefinder Upgrade takes no Range penalty on attacks against targets up to 40 squares away.

        This is essentially an improved version of a Targeting Scope, and thus its benefits do not stack with those of Targeting Scopes. (However, a Weapon can have both a Rangefinder and a Targeting Scope, using the latter only when Aiming at targets at Medium or Long Range.)
      • Targeting ScopeUpgrade Point Cost: 0

        A Targeting Scope is a sighting device that makes it easier to hit distant targets. However, it affords a very limited field of view, making it difficult to use. Installing a Targeting Scope on a rifle or pistol requires 10 minutes, and a DC 10 Mechanics check.

        Standard: A Targeting Scope (Standard) reduces the Range by one category (for example, from Medium to Short Range). However, you must Aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target.
  • Concealed Shoulder HolsterConcealed Holster: A Concealed Holster is designed to help keep a weapon out of sight. On most cases, this is a Shoulder Holster (the weapon fits under the wearer's armpit, presumably beneath a jacket, vest, or cloak). Small or Tiny weapons and single-bladed Lightsabers can be carried in concealed waistband holsters (often placed inside the wearer's waistband in the small of the back). Tiny weapons and single-bladed Lightsabers can also be carried on ankle, boot, or wrist Holsters.

    A Concealed Holster allows you to draw a Concealed weapon as a Move Action, instead of a Standard Action, but you take a -5 penalty on your Stealth check to conceal the weapon.
    • Saturday Night SpecialMINIATURIZED SLUGTHROWER PISTOL

      A Slugthrower Pistol fires metal bullets -called "slugs"- instead of energy bolts.

      Slugthrowers are mostly found on backwater fringe worlds where blasters aren't readily available. They don't need Power Packs; instead, they employ clips that hold 10 slugs apiece. Clips cost 20 credits, and weigh 0.1 kg.

      Weapon Type: Pistols

      Size: Tiny

      Cost: 250

      Damage: 2d6

      Stun Setting: NO

      Rate of Fire: Single-Shot

      Weight: .7 Kilograms

      Type: Piercing

      Availability: Licensed
      (DC 23 Perception check to spot)
  • Cutsom Synth-Leather Utility BeltWeight: 4 Kilograms

    A Utility Belt has 10 pouches containing a standard array of items. Each pouch can carry 0.5 kg.
    • Pocket 1: Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt.

      Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price.

      One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs.

      Weapon Type: Simple Weapons (Melee)

      Size: Small

      Cost: 100

      Damage: 2d4

      Stun Setting: YES

      Weight: 1 Kilogram

      Type: Bludgeoning
    • Pocket 2: Flash Suppressor/SilencerUpgrade Point Cost: 0

      Weight: 0.2 Kilograms

      Availability: Common

      The Merr-Sonn Nonsonic is a typical example of a Flash Suppressor/Silencer. Fitting over the muzzle of any Small or larger Slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A Flash Suppressor/Silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped Slugthrower. It reduces the maximum Range of the weapon by two range increments.
      , MedisensorWeight: 0.1 Kilograms

      Sweeping this small, handheld sensor over the subject's body produces a summary of the patient's vital signs. An MDS-50 Medisensor can be used as a Swift Action on an adjacent creature or character, providing the user with the target's current hit points, its place on the Condition Track, and the presence of (but no specifics on) Diseases, Poison, or Radiation exposure.
      , Recording Unit: Audio & Video
    • Pocket 3: Half a roll of Mesh TapeWeight: 0.5 Kilograms (half a roll = 0.25)

      The usefulness of Mesh Tape is limited only by a character's imagination. Mesh Tape adhesive has a Strength score of 15, and can support up to 90 kg indefinitely (And up to 180 kg for up to 5 rounds). Mesh Tape itself has a Strength score of 20 when used to bind another character, and requires a DC 20 Strength check to break.

      A roll provides 30 meters (20 squares) of Mesh Tape, that is 5 centimeters wide. (half a roll is 15 meters or 10 squares)
      , , Liquid Cable DispenserWeight: 0.2 Kilograms

      Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 15 meters (10 squares) of cable, and is refillable at authorized outlets. The cable has a Strength score of 28, can safely support up to 560 kg, and it can be broken with a DC 24 Strength check.
    • Pocket 4: Ammo Clip (20 rounds), Ammo Clip (20 stun rounds), Ammo Clip (10 rounds)
    • Pocket 5: makeup kit, hygiene kit, perfume
    • Pocket 6: Ration Pack x3, Personal MultitoolWeight: 0.2 Kilograms

      People who explore the untamed wilderness need many Tools. In most cases, full-sized Tools can be unwieldy, especially when cargo space is a limited commodity. The Personal Multitool is a low-tech device that holds miniature versions of several simple Tools that can be useful in the wilderness. Although the arrangement of the implements can vary, the standard Personal Multitool configuration for beings of Medium size includes a 5-cm vibroblade, a low-power hydrospanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These Tools are stored within the 6-cm handle and each fold out on a hinge. The vibroblade, hydrospanner, and hydrogrip are all powered by a single Energy Cell that must be replaced after 50 hours of constant use. The vibroblade can be used as a melee weapon that deals 1d4 points of damage.
    • Pocket 7: MedpacWeight: 1 Kilograms

      Medpacs are compact packages designed to both equip a trained medic for work in the field and allow untrained individuals to apply First Aid in emergencies. A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly.

      Once you use a Medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a Medpac once in a 24-hour period.
      , Antitoxin PatchThis adhesive patch is applied near the stomach (or similar organ, depending on the Species). It emits a low dose of antitoxin, giving the wearer a +10 Equipment bonus to Fortitude Defense against Ingested Poisons and a +5 Equipment bonus to Fortitude Defense against Inhaled Poisons. An Antitoxin Patch lasts for 24 hours. For each consecutive day that an Antitoxin Patch is worn, the target moves -1 step on the Condition Track.
    • Pocket 8: Flash CanisterTypically used in the combat training of Jedi apprentices, the R-9 Flash Canister is an explosive device that causes dozens of tiny shells within the canister to burst forth and then detonate, creating a blinding flash of white light and piercing sound.

      The Flash Canister has a 3-Square Burst radius, and like other Grenades it is designed to explode on contact after it is thrown, effectively causing the bright flash of light in the same round it is hurled. When you make an Area Attack with a Flash Canister, you make a single attack roll and compare the result to the Reflex Defense of every target in the Grenade's Burst radius. Creatures hit take no damage, but all targets have Total Concealment against the creature until the start of the attacker's next turn.

      Blind creatures are immune to this effect.

      Weapon Type: Grenades

      Size: Tiny

      Cost: 100

      Damage: -

      Weight: 0.5 Kilograms

      Type: Energy

      Availability: Restricted

      Special: This is an Area Attack Weapon.
    • Pocket 9: Smoke GrenadeA Smoke Grenade produces a cloud obscuring fog that blocks sight. Smoke Grenades come in a variety of colors, making them useful as a signaling method to mark aerial attacks or call for evacuation.

      Smoke Grenades fill a 2-Square Burst radius with thick smoke that provides Concealment and creates a Smoke Hazard within the area. This cloud lasts for 10 rounds.

      Weapon Type: Grenades

      Size: Tiny

      Cost: 100

      Weight: 0.5 Kilograms

      Availability: Restricted

      Special: This is an Area Attack Weapon.
    • Hooked on Belt: 1 liter condensing canteen w/built-in water purification
  • Lectro Yookoo'Lele (in carrying case on shoulder strap)
  • Field Kit (in private cabin on ship)
    • condensing canteen w/built-in water purification
    • sunshield roll
    • ration packs x28
    • glowrod x2
    • breath mask x2, filter x24, atmospheric canister x12
    • synthrope
    • survival knife
    • half a roll of mesh tape

 

Edited by Wizard of the Coat (see edit history)
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Purchases on Resurgence

2,200 credits

Concealed Holster: 50 cr

Miniaturized Slugthrower Pistol: 750 cr

Earbud Comlink: 100 cr

Hypoinjector Wristband: 175 cr

Musical Instrument: 125 cr

Ammo Clip - 20 Stun Rounds, x2: 200 cr

Medisensor 40 cr

Smoke Grenade 50 cr

Flash Canister 50 cr

Makeup Kit 50 cr

Sanitizer Kit 10 cr

Perfume: 25 cr

Audio & video recording unit: 40 cr

Miniaturized survival knife: 300

1965

 

Edited by Wizard of the Coat (see edit history)
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Campaign Notes

 

The Hutt Job

  • While most Hutts do operate in Hutt space, that is a privilege reserved for the worthy; the richest, oldest, or most influential (violent or otherwise). This means that young Hutts have to carve out their own little empires elsewhere in the hopes of proving themselves to the Cartel at large and have their status recognized. Exiles are also driven out of Hutt space if it can be helped.
  • Darga is a name you've never heard before, meaning he's young and trying to build something for himself. Exiles usually are booted out for a reason, giving you at least a story, but Darga rings no bells. That could be useful in its own right.
Edited by Wizard of the Coat (see edit history)
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  • 2 weeks later...

@Malkavian Grin Would you be OK with me making some changes to Nina's personality and background. She's still relatively new to the party, and hasn't opened up about her past, so I thought it might be OK.

Personality wise, I thought she'd be the silent, ultra-focused type. But Zenn has that down in spades. So the whole "Steel" Nina name might just be because her skin as a steel-blue, or because she likes blades and slug throwers. I think I'd lighten her personality considerably.

As for background, I'm not sure I want to change it--just wondering if that would be an option.

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Absolutely fine. I don't want people stuck playing a character they want to change. Maybe because of the downtime she opens up to someone or some such and thus she lightens up. Or however you want to flavor it.

At the end of the day i want players to still like their character, so changes are not an issue 😀👍

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  • 2 weeks later...

Some questions

1. Here's a (private) list of non-restricted items on Nina's shopping list. Do any of these present problems? Are some of them "mundane" items she can pick at the marketplace on the frigate? Are some of them going to be blackmarket items even though they're not restricted? Note, I can't afford all of this stuff, so I'm checking to see if you're opposed to any of the items.

2. There is no "Perform" skill in SWSE--which is OK. Given Nina's background, I'm wondering if she could know how to play a musical instrument, how to dance (twi'lek female stereotype, I know), and how to sing. None of these would be skills used during encounters, but they might be the medium through which she uses other skills or talents she already has. For example, she might use her Seducer talent through the medium of song, dance, or instrumental music.

Edited by Wizard of the Coat (see edit history)
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Post 2 of 3

@Malkavian Grin When I decided that Nina would use slugthrower weapons instead of blasters, I didn't think through the fact that she'd not have a stun attack option, e.g. you can't set your slugthrower on stun. In the real world, rubber bullets for pistols and rifles, and beanbag rounds for shotguns, are used for what would likely be considered a stun attack in SWSE. So I was wondering if you'd be OK with the addition of "stun rounds" in this game. I don't care if they'd be more expensive than real rounds. And I'd expect it would take longer for Nina to switch from lethal rounds to stun rounds, since she'd be changing the clip in her weapon.

What do you think?

Edited by Wizard of the Coat (see edit history)
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Post 3 of 3

I made two change to Nina's crunch to reflect the Face role I'd like her to take on in the group, and the plan for her to eventually qualify for the Infiltrator Prestige Class. Specifically, I changed her first level Scout talent from Hidden Attacker (which I never used once in the game) to Improved Stealth, and I changed her first level Scoundrel talent from Dastardly Strike (which I never used once in the game) to Seducer. Hopefully, these are OK changes. None of her other crunch was changed.

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Okay, I'm looking over all your items and stuff right now. Everything a 20 and above is a pass; they are the friendly category on the ship so it's DC 20. (If I'm reading that entry correctly--I may not be)

On 2/16/2024 at 9:31 PM, Wizard of the Coat said:

2. There is no "Perform" skill in SWSE--which is OK. Given Nina's background, I'm wondering if she could know how to play a musical instrument, how to dance (twi'lek female stereotype, I know), and how to sing. None of these would be skills used during encounters, but they might be the medium through which she uses other skills or talents she already has. For example, she might use her Seducer talent through the medium of song, dance, or instrumental music.

I'm cool with this and encourage fleshing characters out in this fashion with RP extras that give flavor but not necessarily power. I mean, it's all just flavor for our clicky-clack math dice, right? XD

On 2/18/2024 at 2:29 PM, Wizard of the Coat said:

So I was wondering if you'd be OK with the addition of "stun rounds" in this game.

Oh, I like this idea! It's like riot gear style. After a quick google search on real world beanbag rounds vs. shells, turns out they are indeed more expensive! The first article estimated 100 times more expensive (for civilians)!

If a regular clip costs 40, let's say a stun clip is five times as expensive; 200 per clip of stun rounds. Sound fair?

4 hours ago, Wizard of the Coat said:

I made two change to Nina's crunch to reflect the Face role I'd like her to take on in the group, and the plan for her to eventually qualify for the Infiltrator Prestige Class. Specifically, I changed her first level Scout talent from Hidden Attacker (which I never used once in the game) to Improved Stealth, and I changed her first level Scoundrel talent from Dastardly Strike (which I never used once in the game) to Seducer. Hopefully, these are OK changes. None of her other crunch was changed.

Perfectly fine to change that stuff out; even better that we don't have to do a montage of you learning the new stuff lol.

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7 minutes ago, Malkavian Grin said:

Everything on your list looks good except for the surveillance detector; you'll have to convince the quartermaster to give it up (I.E. a black market roll). That's Gather Info at a DC of 15.

I think I'll wait on the surveillance detector for now. If I take it, I don't have money for the instrument, and I'd rather have the instrument.

 

8 minutes ago, Malkavian Grin said:

50 is pricey for a makeup unless we consider it a kit with the essentials. 💯

Did you mean to say that it's pricey or not pricey enough? I'm confused because you said it only would have the essentials. So 100 credits then?

I also want a travel-sized hygiene kit (travel soap, hand sanitizer, travel toothpaste and toothbrush...). I'm thinking 15 credits.

And while we're talking about stuff not in the rules, what about perfume? 50 credits?

14 minutes ago, Malkavian Grin said:

If a regular clip costs 40, let's say a stun clip is five times as expensive; 200 per clip of stun rounds. Sound fair?

Ouch. I didn't know non-lethal rounds were so expensive in real life. 200 per clip sounds fine.

 

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No, I think 50 is probably good for general makeup. I meant it seemed pricey. I'd think each product might be between 5 and 10 credits each, but then I started thinking that's like 5 products; foundation, eyeliner, mascara, lipstick, blush. The essentials for a whole look.

If you splurge for 100 you could consider it enough products to enact reasonable disguises with (I'm not sure if that's in the rules but I don't see why it couldn't be). 3.5e would have something I could use as a base if we needed a ruling.

Sounds good on the hygiene kit and perfume. These little details help make the world feel real :)

Yeah, I know nothing about guns and I didn't do more than like 30 seconds of research, so I could be way off. I think the idea is that a lethal weapon needs extra work to make it non-lethal?

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7 minutes ago, Malkavian Grin said:

If you splurge for 100 you could consider it enough products to enact reasonable disguises with (I'm not sure if that's in the rules but I don't see why it couldn't be). 3.5e would have something I could use as a base if we needed a ruling.

Yeah, I'd be interested in that. Maybe the 100 credit version would have a spray to temporarily change your skin color--so that Nina might suddenly be a green twi'lek. Otherwise, I'm not sure that a disguise kit would be meaningful for a twi'lek. I mean, on Ryloth, where there a tons of twi'leks, a change of makeup could make a big difference, but in a typical off-Ryloth Star Wars setting, the description the bad guys are going by is: athletic twi'lek female with steel-blue skin. She'd only need to change the color of her face and lekku, because the rest of her could be covered up by clothes (and gloves and neck gaiter). So if a change of skin color sounds like more than what you want for a makeup kit, that's OK.

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I mean, they have cybernetics with skin-covers that don't even look like you have a fake limb. Having a temporary body spray paint is completely within the tech limits. I can't remember; does Star Wars have an equivalent to nanites? If so, you could have an expensive version (like 500 credits) that you spray into you with a hypo that just changes the color of your skin everywhere chemically, but then fades after like an hour or something.

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I like it! But maybe for a future when Nina has got 500 credits burning a hole in her pocket. So for now, what about the idea of regular make up on her face and lekku to change her skin color/tone? Is that a thing she could do with the 100 credit version?

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