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Interlude - Enter the Resurgence (IC)


Malkavian Grin

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[URL=/sheets/?id=2606018][B][SIZE=+1]Zen Solen[/SIZE][/B][/URL] M Human Soldier [B]HP[/B] 48/48, [B]Condition[/B] Normal [B]Damage Threshold[/B] 13 [B]Defenses: Fort[/B] 13, [B]Ref[/B] 16, [B]Will[/B] 12
Zen Solen
M Human Soldier
HP 48/48, Condition Normal
Damage Threshold 13
Defenses: Fort 13, Ref 16, Will 12

Zen smirks at Tetra as he stretches his arms and shakes them out. Bouncing from one foot to the other as if he was just getting started. "Yeah I don't think anyone could take a direct hit from this guy" he thumbed at Tetra and then punched his left hand with his right hand "This guy crushed some droid skulls with his bare fists." After having the past couple of matches with Tetra he was fairly certain he was well on his way to becoming a deadly fighter. He then glanced over the woman just realizing this is probably the first time he spoke to any of the crew of the ship. A point he would have to correct as he wasn't the anti-social type. He had just been to focused on his sparing with Tetra. So he did what he does and offered her a smile as he offered his name "Zen, by the way."

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spacer.pngThinking it over for a short moment, Gilder nodded once solidly. "Yes, I suppose I am a bit peckish. I'll join you for a meal," he said, still rather stiffly. It was quite clear this man was all pomp and orders for decades. He certainly didn't correct Shade's use of title.

"Shade," he nodded at the soldier. "And Nina," he nodded again, now at the Twi'lek. "Very good. It seems we have some good operatives working for us. That's relieving to know my defection is in good hands." He smiled meekly but only for a moment.

In the mess hall a long bar against one wall held both warm food as well as several attendant droids. They were protocol droids--3P0 series--in white casing. One got a touch too close to Shade and held a tray out for him, saying, "Please take a tray. Take a tray. Take a tray." It waited expectantly, stepping back when the tray was finally taken.

The rest of the room was like half an octagon with a high, vaulted ceiling. A walkway passed in front of all the tables which could easily seat a few hundred people. In one corner there was a team of mechanics goofing off with an astromech they'd programmed dance moves into. A few officers were scattered about, eating alone or in pairs of two. At another table sat Jal, alone though uncertain if by choice to be.

The food bar offered a variety of two meat dishes, prepared four different ways. There was also two flavors of non-meat alternatives. The special as per a board above the meals was "Kapow! Spicy Cauliflower Fries!" Clearly the chef was having too much fun with their job.

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spacer.png"Oh, I see, big strong tough guy, eh?" Sirona said playfully with a giggle. When Zen mentioned the droids, she seemed genuinely interested and less bubbly. "Wait, you punched droids, plural, sugar? Lemme guess--cybernetic hands right?"

To Zen's introduction, the woman replied, "Sirona. Or Captain Okeefe if you're feeling naughty." She winked. "And he's Tetra. Hun, did you hit your head down on mushroom planet? We already did this on the way to said fungal paradise. But I guess this is the most talkin' we've done."

Turning back to Tetra and staring at his hands, she continued, "But seriously, what are you doing punching things? Don't you know most beings in the galaxy carry a piece? Sugar, they got t' be filling you with holes as you run up on them, don't they?" For a moment her tone seemed to hold concern. Sirona coughed and caught herself. "That's either the stupidest or bravest thing I ever heard and I'm not sure which."

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combat-medic-droid.png.94169ed1860ec579dfa48ad6f3bc35a5.png
EM-AI Medical Droid
Droid (1st Degree) Technician
HP 26/26, Condition Normal
Damage Threshold 13
Defences: Fort 13, Ref 14, Will 17
Force Points 5 (1), Destiny Points 0

Remy, now fully recharged, moves swiftly through the frigate's corridors, bypassing the canteen. The noise from within, a blend of voices and mechanical sounds, doesn't tempt him to enter. Inside, his teammates mingle with other droids and sentients, some of whom enjoy reprogramming droids for entertainment. Despite the familiarity of the scene, Remy feels a need to distance himself from environments where droids are seen as mere objects or tools for amusement. This detachment isn't just about self-preservation; it's a silent protest against the lack of autonomy his kind often faces.

His thoughts drift to SHADE, the clone trooper he recently freed from programmed obedience. The act of removing SHADE's inhibitor chip has made him reflect on the concepts of freedom and control, not just for clones but for droids like himself. These thoughts accompany him as he unconsciously heads towards the cargo bay, drawn away from the complexities of the canteen.

In the cargo bay, Remy watches two of his other teammates winding down from a sparring session. The atmosphere here is different - less chaotic, more genuine. Observing their camaraderie and shared exhaustion, Remy feels a sense of belonging. This moment, away from the rest of the ship's dynamics, highlights a different aspect of freedom for Remy: the value of connection and the sense of purpose found in being part of a team.

Edited by 8w_gremlin (see edit history)
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Events

RC-9738 "Shade"


Reflex 20 (FF 16) | Fort 15 | Will 15 | DT 15 | HP: 43/43 | Init: +3 | Perception: +8 | Force Points 6/6 | Destiny Points 3 | Features | Conditions


Shade took the tray from the rather pushy 3PO droid, with a muttered, "Yes, I'm taking the tray. You don't have to be so insistent." He found a 3PO droid in the mess to be kind of odd. Usually the trays were dispensed by an automatic machine. Of course, once he got to the food bar, he had to stop and stare for a couple minutes. None of this food looked like standard mess fare. He thought this would be a familiar experience - apparently it wasn't going to be completely familiar.

After a couple of minutes, he cautiously took one of the meat dishes and a side of the Kapow! Spicy Cauliflower Fries! If he talked about them, was he supposed to say the name with enthusiasm? What if he didn't like them?

Once he had food on his tray, he commented, "We could go sit with Jal. Otherwise, it looks like there's plenty of extra tables."

He'd have to have a private conversation with Jal - and Tetra - later, to explain that he wouldn't be compelled to kill them for being Jedi. Maybe if he asked about their masters, and how they died, it would help them to heal their wounds from the Jedi Order's destruction.

 

OOC

Shade is, again, confused that his food does not appear to be nutrition paste made to look like appetizing food as opposed to actual food.

 

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Tetra Terrabreaker

Tetra Terrabreaker

 

 

 

Tetra shrugged at the first question, even if it was rhetorical, "I s'pose." Tetra shook his head, holding up his hands. He wasn't wearing his shockboxing gloves, "Nope, all natural."

"I mean, we didn't want to distract the pilot while we were trying not to die," Tetra offered.

Tetra heaved a sigh, slumping his shoulders, "My sensei was right, martial arts really, truly have sunken to an all time low. Long before our time, Jedi didn't use lightsabers or blades at all, and many other Force traditions practice unarmed combat to this day as their primary means of combat, not just the Wardens of the Sky. Either way, my success or failure will be the measure of that scale."

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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.jpgNina leaned in close and whispered in Shade's ear, "Jal might want to be alone. Let's sit in plain sight and let him join us if he's interested."

Once the three were seated, the twi'lek wasted no time getting to the conversation. "So, Gilder, what will you do now that you've left imperial service?"

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

Initiative +3 Perception +7 (low-light vision) Languages

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
, 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)
, 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
, 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)
, 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
, 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)

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.
    : 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),
  • [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.
  • 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.
    • 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
      • 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: 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.
      , 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.
    • Pocket 3: Mesh TapeWeight: 0.5 Kilograms

      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.
    • Pocket 4: Ammo Clip (20 rounds), Ammo Clip (20 stun rounds), Ammo Clip (10 rounds)
    • Pocket 5: Ammo Clip (20 rounds), Recording Unit: Audio & Video
    • Pocket 6: Ration Pack, x5
    • 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.
    • 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.
    • Pocket 10: makeup kit, hygiene kit, perfume, 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.
  • Lectro Yookoo'Lele (in carrying case on shoulder strap)

 

 

Edited by Wizard of the Coat (see edit history)
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Jal-Visas Frezi
Miraluka, Scoundrel 1/ Jedi 2
HP:39/39, Condition: Normal.
Damage Threshold: 13
Defenses: Fort 14, Ref 16, Will 16
Force Points: 6 of 6, Destiny Points: 0

Watching Shade slump into unconsciousness eased Jal’s mind a lot. He had sensed something building there and wasn’t sure how it was going to play out. Watching Shade being stretchered off to the med bay gave the young former Jedi some pause. Part of him wanted to go along and keep an eye out for him as a fellow soldier, while a larger feeling in him wanted to get as far away as possible from him, from a clone. He acknowledged this as fear and the fact that he felt it so strongly scared him given that he thought he had buried that emotion, if not with his Master then at least in the years afterwards, while being alone and on the run… Shade seemed a likeable person, so maybe Jal needed to have it out with him to see where they both stood. He wanted to know his back was safe after all. Until then, I’ll keep my distance and keep tabs on him.

Jal followed the Captain’s tour and noted his rooms location. It was all a bit of a blur and while he knew he should feel thrilled and free at finally connecting with the Rebel cause in full, he still felt closed off. Can I really be who I am here? Am I safe or is this just an illusion? Having been so guarded for so long, even revealing his identity to Tetra and then again in a hidden way to the rest of the team at the close of their mission, was more public a display than he had done in years. Jal felt uncomfortable exposed. His powers were dangerous and he had heard rumours of even more dangerous people looking for people like him. Well I guess time will tell and I’ll need to see if I can trust this group and they me.

As the Captain bid them farewell, Jal’s experience of war time procedure triggered, Yes Captain, I’m Jal, thank you for the welcome. If you don’t mind, I’d appreciate doing a debrief straight away? Walking off with the Captain, Jal passed pleasantries and finding out the Captain’s take on the current ‘situation’ with the Empire until they were both in a room for a debrief. Jal then spent the next 20min providing a recourse of planet side events and concise insight into the operation from when he joined the group on Felucia. His previous appointment came up in conversation and finding out that official records stated him as dead didn’t phase him. He had thought as much given the troopers who had hunted him on Kashyyyk thought they had eliminated them both, not just his Master. Trying to emulate his Master in the debrief, he was aware he probably sounded official and maybe even arrogant, but he was a little intimidated. He was normally standing off to one side behind his Master at this type of social interaction.

Coming out of the meeting, Jal held it together until he rounded the corner down the corridor from the Captain’s room and then his calmness eroded to jelly legs and shaking hands. Ah force give me strength, he said startling a few white uniform-clad ship crew holding data pads. Nodding and quickly hurrying away, Jal found he was instinctively heading back to the cargo hold rather than his newly appointed room. Yes, too many people here.

Sometime later after many lifts and corridors, seeking a quiet space off the main cargo hold for some reflection time, Jal found a smaller storage room filled with large metal crates. Sitting cross legged in the corner, Jal sought stillness and extended his awareness. It took him a few attempts but eventually he was able to pick up his various new friends. Well I guess Shade is doing well if he is up and walking around again. Hmm his aura has changed somehow, thats weird. It was also funny that he had chosen the vast cargo hold to hide out and then find Zen and Tetra were on the other side of it. Sensing the group members he knew was very difficult through the force and his ‘view’ of their locations was patchy at best. There was just so much going on, so much interference, not to mention all the electrical signals he was picking up which encompassed everything. He knew that most Miraluka never talked about noticing this, especially identifying droids, so he knew his senses were somewhat different in this regard. Watching the interactions between the group members was somewhat amusing.

As another exercise, Jal reigned in his wider general senses and focused them on the adjacent larger hold. Trying to see past the bulkheads and trying to reach out through the force and connect with Tetra on a psychic level. Tetra shined much brighter than the others due to his already openness to the force. At one point he thought he had made connection when some fuzzy thought images, clearly not his own, flashed through his own mind. But as quickly as it appeared it was gone and perspiration beaded on Jal’s unconsciously furrowed brow. He knew that some Jedi masters had been able to do this, that Felucian force master had made psychic connections with them like it was nothing. Oh well, obviously need a lot more practice at all this.

Practicing a few more force exercises with his blaster and masters lightsaber, away from prying eyes felt a blessing. Shooting his blaster close to his hand and trying to block or negate the beam might have raised a few eyebrows. He also wasn’t that competent with the saber yet and needed the practice. I’m better at moving it with the force at distance than I am with my hands it seems, as Jal practices sending it out away from him in wide arcs and manipulating it remotely. How do I keep it ignited when its away from me and keep moving it… I might be on to something with more practice!

Having worked up an appetite Jal eventually slips out of the larger cargo hold, leaving the two still practicing their martial arts, while he heads to the mess hall. Poking around the dubious but fine tasting meat meal, he becomes peripherally aware of Nina, Shade and Gilder entering the mess hall. Despite his newly acquired self control, finding Gilder walking around unaccompanied was a surprise. How can he be trusted so easily so quickly, not that long ago he was probably fighting Jedi… I didn’t think it would have turned out like this. He must have convinced higher ups of something. Not really wanting to get into a conversation with the ex-imperial, Jal waited to see if he leaves before bucking up the courage go talk with Nina and also Shade… Unconsciously a slight sense of unease settling in.

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spacer.pngTaking a non-meat, meat-flavored meal and a soup, Gilder sat with Shade and Nina at an angle he could easily address them both at the same time. "You're looking at it," he said between bites of bread soaked in the broth. "I'll be an officer here on this ship. I hope that my time will be spent getting the correct power back in control. I'll fight as long as it takes."

Gilder paused and stared off into space for a moment. The two both recognized the glassy-eyed look of trauma. He shook his head and continued, "It's all I can do to try correcting my past mistakes." He coughed into his fist and took a drink of water. "What will you both do now? Wait for the next call for action... or was this just temporary for you?" he asked with a tone suggesting he knew the answer.

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spacer.pngSirona seemed genuinely taken aback, dropping her typical flirty attitude. "Tetra, normal people don't go around punching metal," she said, reaching for his hand. She caught herself midway and quickly pulled her hand back.

"A pilot's got to think quick or she--and all her crew--are dead in an instant. Gettin' your names was easy."

As the martial artist continued to explain himself, the captain again seemed floored. "Wait, what are you saying about the Jedi? Are you one of them? I never met one but you hear stories about how the war really went down. Crazy rumors so I never put much faith into any of it."

She stepped forward and pushed his shoulder playfully. "C'mon, you're just joking, right? Are you recording this for some new holonet craze?" she accused him, pointing a finger at Zen like some kind of accomplice.

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Tetra Terrabreaker

Tetra Terrabreaker

 

 

 

"I never said I was normal..." Tetra reached out with the Force, lifting a small, harmless piece of equipment from the ground.

"Nonetheless, the universe is bigger than you can imagine, and many things can be beyond a closed mind's understanding," he let the debris drop to the floor. "And I am no Jedi. I don't know how to use a lightsaber or a blaster, for that matter. Still, many of those rumors are true. With the Force, one is capable of the things you see in those holos."

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Zen leaned back against a wall as he watched the events unfold between Tetra and Sirona. He didn't care much about the rumors of the war he had met Jedi, worked along side them. He didn't care one way or the other as long as he could count on his allies. As Tetra demonstrated his abilities in front of Sirona Zen pushed away from the wall and moved beside Sirona "Not all the stories you hear about Jedi are true.....Captain Okeefe" he said with a smirk and a wink then continued "If they were do you think the Republic would have worked along side them for a thousand years?" He gave her a playful nudge with his elbow and circled around to her other side.

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combat-medic-droid.png.94169ed1860ec579dfa48ad6f3bc35a5.png
EM-AI Medical Droid
Droid (1st Degree) Technician
HP 26/26, Condition Normal
Damage Threshold 13
Defences: Fort 13, Ref 14, Will 17
Force Points 5 (1), Destiny Points 0

As Remy walks closer to his teammates, their conversation about the Jedi catches his auditory sensors. The mention of these legendary figures, now almost whispers of the past, triggers a cascade of archived files within his memory core.

He interjects smoothly into their discussion, his voice modulated to a neutral tone to match the seriousness of the topic. "I was present at the First Battle of Geonosis," he begins, recounting the event as a significant marker in his operational history. "That battle was a pivotal moment, not just for the galaxy, but for the course of the Clone Wars. It was there, amidst the chaos of combat and the stark Geonosian landscape, that I first encountered Jedi in combat."

Remy continues, detailing his perspective without the embellishment of emotions, a recount purely from his analytical and observational databases. "My primary function was tactical support, but the battle necessitated a broader scope of operations. Observing the Jedi, their strategies, and their abilities firsthand was enlightening. They moved with a precision and a grace that was almost beyond comprehension, their connection to the Force evident in every action."

He pauses wanting to clarify a point that had bugged his subroutines "My role did not involve direct engagement, but the experience added a complex layer to my programming, expanding my understanding of the galaxy's dynamics and the entities within it. It was a turning point, not just historically, but for me personally, in understanding the multifaceted nature of conflict and the beings who play pivotal roles within it."

He steps back, excusing himself "Sorry it was not my place to talk, and I interrupted your conversation, I am sorry"

Edited by 8w_gremlin (see edit history)
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Events

RC-9738 "Shade"


Reflex 20 (FF 16) | Fort 15 | Will 15 | DT 15 | HP: 43/43 | Init: +3 | Perception: +8 | Force Points 6/6 | Destiny Points 3 | Features | Conditions


Shade nodded and followed Nina to another table, leaving Jal to himself for now. In response to the Admiral's question, he shrugged. "I'll probably stay around here on the ship and see what needs doing. There aren't many options out there for clones, particularly clones with a history of questioning orders, insubordination, and desertion. Besides, prior to my return to Felucia, I was mostly moving crates around a warehouse. Probably the most bored I've been in my life."

 

OOC

Legally speaking, Shade doesn't count as a person. He basically has no other options than to stick around and fight back.

 

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