Wizard of the Coat Posted April 8 Clone Share Posted April 8 (edited) 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. "Good enough." Nina told the viceroy, the lectro yookoo'lele gently singing. Before she could reach for the remainder of the Viceroy's payment, the front doors opened. Seeing the intruder, and without missing a beat, Nina literally changed her tune. The lectro yookoo'lele came to life, filling the cantina with the new and widely overplayed Imperial march as the tall Human woman in the mismatched armor made her entrance. Played on the yookoo'lele, the effect was comical. And then it was gone, the twi'lek having played only three bar of the march--just enough for easy recognition. Nina's strumming softened, another gentle tune with deep neimoidian roots. Softly, very softly the twi'lek sang to her own accompaniment. Not loud enough to stop her team mates from overhearing the exchange between Krett and the Viper. "Tall and tan and young and lovely The girl from Neimoidia goes walking And when she passes, each one she passes goes "ah!" Voice, melody, and lyrics came together, hauntingly enchanting, alluring. A tale of longing and beauty. A sharp counterpoint to the ruined face and voice of the speederbike gangster woman. Nina made an end of her singing when the annoying woman finally made her exit. "I thought she'd never leave." Leaving the combat planning to her companions, the twi'lek turned back to the Viceroy. "Your information is of interest to us, Viceroy, which means you've got another one hundred and fifty credits due before we finish our meals and leave for the night. But before that happens, we're going outside to... negotiate with the Vipers. It would be in your best interest to tell us what you know of them--to increase the chance that we survive the negotiations and return to pay you." Her gentle tune continued as she waited for the Viceroy's reply. OOC Main Hand - Off Hand - Actions Action: Persuasion check to smooth over any possible bad impression that may have resulted from Tetra's "all look alike" joke. 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+1 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. [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. (concealed in field kit pack) 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 (concealed in musical instrument case) 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) Cotsum 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 (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 Backpack (from Field Kit) twi'lek dancing girl (entertainer's) outfits formal dress casual clothes dancing slippers Edited April 17 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hades-666 Posted April 9 Clone Share Posted April 9 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: 1 Noticing the woman enter, Jal turns his attention to her and senses her being. Frowning from under his hood, the woman obviously sought to be intimidating despite the fact that all she seemed to do was annoy the team. 'Hmm she didn't read us very well if she thought a blunt shakedown was in order' "Lets not jump to conclusions friends, all she said was she wanted to chat, so lets just go chat. I'm sure she is just confused and we can persuade her otherwise he says tapping his head. Unless we want to draw unnecessary attention to ourselves, like making a statement to get Darga's attention? But remember the Empire are here even if not close by and I for one don't want to get on their radar so soon." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
zeone3000 Posted April 9 Clone Share Posted April 9 Tetra Terrabreaker Tetra held a finger up, "We want to draw necessary attention. So long as we..." He pointed between him and Jal, "Don't do our thing... We'll be fine if a biker gang can shake down new arrivals." He side-eyes the front door, "They're pretty loud." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Essex Posted April 11 Clone Share Posted April 11 Zen Solen Soldier HP 48/48, Condition Normal Damage Threshold 13 Defenses: Fort 13, Ref 16, Will 12 Force Points x, Destiny Points x He kept his demeanor calm as the woman walked in. As she demanded a fee he smirked while under the table he had his blaster firmly in hand waiting for her to approach. After she left his face defaulted to his usual serious look. "We could use the door as cover one on either side firing on them maybe there's a back exit a few others can use to swing around?" Zen said while looking at Shade, his weapon still hidden under the table. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted April 11 Clone Share Posted April 11 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 | FeaturesSecond Wind: 2/2 Languages: Basic Combat Options: Point Blank Shot | ConditionsCondition Track: Normal Shade frowned under his helmet as the others discussed their options. "I don't think she's confused about anything. If a gang is willing to operate so openly as to walk into a business to try and shake down the newcomers, that tells me that the Imperial authorities aren't keeping a tight grip on the planet. Any fight between us and them is just as likely to result in them chalking it up as gang violence. That noise outside," here he indicated the swoops doing donuts, "means they aren't worried about any sort of law enforcement coming down on them. If you want to try talking, Jal, that's fine, but I think Zen and I setting up in the doorway to provide covering fire from there will be necessary once the shooting starts." OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 11 Clone Share Posted April 11 (edited) 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 Lang: Basic, Binary, Bocce, Bothan, Geonosian, Huttese Remy analyzes the situation in terms of tactical advantage, risk management, and mission objectives. If the team is fortified and has a good defensive position inside, staying put and preparing for an indoor confrontation would likely be the best strategy. This would allow Remy and the team to control the engagement on their terms, using the building as a tactical advantage to reduce the risk and possibly negotiate or find an alternative solution to the standoff. "Unless there's a clear tactical advantage to going outside, such as an escape route or a way to neutralize the threat quickly, staying inside and preparing for a defensive engagement would be the more strategic option, allowing us to maximize our strengths and minimize exposure to the gang's potential firepower." "However, this may indeed do considerable damage to the cantina in which we reside, which would not engender us to the locals. A show of power now would set us up as a force to be reckoned with, and if we do not operate in a position of power, other gangs might also like to take 'pot' shots at us." "Tactically my processes calculate that one of us should go out, and confront the gang, in a manner of calm, treating them as beneath us, and give them an ultimate to leave or suffer the consequences, and tell them to leave a couple of bikes, we could do with the transport. whilst I understand this is a high risk, with the percentages being" he stops here and then resumes "Information withheld" the voice is Remy's but more basic "the rewards would be strategically important" his normal voice continues Edited April 11 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 12 Author Clone Share Posted April 12 Those thinking tactically began to look at the front of the building for cover opportunities. The door frame itself was skinny slats of metal with large windows to all sides. Shade and Zen both immediately realized there would be no cover to be had as the windows would likely not stop a single bolt of plasma. The only way to create cover would be to flip tables and shove them against the glass. OOC I'll get a map mocked up of the area tonight but the room you are in is essentially a lengthwise rectangle with the door on one of the short sides. The bar and kitchen run along one of the long sides. You are currently sat ~2/3 of the way into the building. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 17 Author Clone Share Posted April 17 As the conversation took place--or more accurately a biker started barking orders--the beggar had ducked in order to not be singled out. Nina's words brought him up off the floor a little. "Kessra is her name. I think she got the burns from the war, trying to defend the city. But the scars... That's all from her being tough or whatever. She's picking fights every other day it seems. The Vipers rule the streets with as much violence as the deem necessary. The Imperials don't interfere so were stuck in the middle. I don't know if she's with...Him...or not." He peeked over the edge of the cushion. "Mean as the Void. Like a snake that poisons you as it dies, out of spite. She's got a temper and doesn't like to be told what do but also a sick humor. Unpredictable. Probably drugs. I don't like her," he finished. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted April 18 Clone Share Posted April 18 (edited) 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. Nina nodded approvingly to the Viceroy's information about Kessra and her gang. Most of it she had already surmised, but confirmation was always appreciated. "I don't like her either," she agreed. "You should go now," she told the neimoidian, "hide in some other part of the cantina until we come back with the rest of your payment." After the Viceroy's departure, the twi'lek turned to her companions, her voice pleasantly thoughtful, speaking to herself as much as the others. "I think I'm going outside to have a word with Kessra. Mostly, I need to ascertain her relationship to the Hutt." Nina strummed a pleasant chord on the yookoo'lele, her words speculative as she developed her deception. "Our cover story goes like this. I'm one of the hutt's all-time favorite slaves: a singing dancing sensation, and an effective negotiator and envoy." She looked to her companions, her words coming more confidently. "If Kessra is allied with or employed by the Hutt, the rest of the story goes like this. I was stolen years ago--before the hutt came to this planet--by one of his rivals. All of you rescued me from the rival, I told you who I was and my relationship to the hutt, and you decided there might be a reward for returning me. But of course, we would never tell lowlifes like the Vipers about this stuff, because they'd likely take me and claim the reward for themselves." Nina waited for at least a few head-nods of confirmation before continuing. "And if Kessra is the Hutt's enemy or competitor, the rest of the story instead goes like this. I wasn't stolen years ago--I was given to a rival in order to close an important deal. The rest of you rescued me from the rival. I told you who I was and my relationship to the hutt. But years of mistreatment by the rival filled me with cold hatred for the hutt. Now I want payback. Happily for all of you, I know things about the hutt; and before I was sold out, I'd taken precautions--an insurance policy so to speak. Maybe I planted a backdoor into his chief security droid's software, maybe I know an override password to his main treasure safe, maybe his majordomo was in love with me. Whatever the details, they were good enough to convince the rest of you that we can sneak in to the hutt's hidey-hole, wreck his security, rob him blind, and get away." "But regardless of which story we use, we're just here on the planet looking for the Hutt, not really sharing why. If pressed we might say something vague, like, we have a gift for him. And if our backs are pushed to the wall and we've got no other choice, we'll tell the vipers our secret. And if we chose the wrong story and they react poorly, we'll switch to the other story." The twilek looked to her companions. She guessed she'd produced much more cover story than some of them thought necessary. But deception ran in her blood, and she'd been trained in the art--furthering her natural talent. That thought took her back to her days at the Training House, she could almost hear Iya Igba's lecturing tone. A well-crafted deception includes three key features. First, it increases your power over the target or situation. Second, it is easily adaptable to the evolving situation. And third, when fully revealed, it explains to those who might have sensed your dishonesty why you were withholding the truth, easing their suspicions. The steel-blue female surreptitiously drew her concealed holdout slugthrower pistol and tucked it into her belt at her toned belly--beneath the edge of the table. Turning to Remy, she asked, "Will you watch my pack and chuq-chuk while I go out there?" At the droid's response, she address everyone at the table. "So do some of you need to get into position before I go out there? Or do I go out there to draw their attention so that you can get into position?" With the plans finalized, Nina rose from the table, softly picking the strings of her yookoo'lele--which now concealed the hold-out pistol at her belly. The sounds were both soothing and perky--like windswept raindrops pinging against the corrugated durasteel rooftops of frontier planets. OOC Main Hand - Off Hand - Actions Action: Persuasion check to smooth over any possible bad impression that may have resulted from Tetra's "all look alike" joke. 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+1 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. [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. (concealed in field kit pack) 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 (concealed in musical instrument case) 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) Cotsum 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 (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 Backpack (from Field Kit) twi'lek dancing girl (entertainer's) outfits formal dress casual clothes dancing slippers Edited April 18 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 18 Clone Share Posted April 18 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 Lang: Basic, Binary, Bocce, Bothan, Geonosian, Huttese Remy, head swivels and locks on to focusing on Nina as she prepares to confront the biker gang, and processes her request with the efficiency and precision typical of his programming. Although as a droid he lacks the capability to feel emotions such as honour, his advanced programming allows him to recognize the significance of the trust she places in him. "Affirmative, Nina. I will ensure the safety of your belongings," he responds, his voice steady and devoid of inflexion, yet imbued with the reliability and steadfastness that his team has come to rely upon. he deftly swings the belongings onto his back and secures them. As Nina steps out to face the gang, Remy manoeuvres himself closer to the door, maintaining a strategic position that allows him to monitor her progress. His sensors alert, ready to provide assistance or initiate defensive measures if the situation escalates beyond the cantina's threshold. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted April 18 Clone Share Posted April 18 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 | FeaturesSecond Wind: 2/2 Languages: Basic Combat Options: Point Blank Shot | ConditionsCondition Track: Normal Shade shook his head. "I don't know about this. Seems like there's a lot that can go wrong. If they're just looking to shake us down, coming out guns blazing and hitting them in the mouth might make them back off. We've already got a name for the person we're trying to find. If you really want to try this, though, don't do it solo. I'll go out with you. Jal, why don't you come, too?" Maybe the Jedi would be able to further talk the Vipers down. You never knew. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted April 19 Clone Share Posted April 19 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. Nina caught Shade's eye as they headed to the exit. "Thanks," she said, "for coming even though you think it's a bad idea." OOC Main Hand - Off Hand - Actions Action: Persuasion check to smooth over any possible bad impression that may have resulted from Tetra's "all look alike" joke. 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+1 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. [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. (concealed in field kit pack) 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 (concealed in musical instrument case) 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) Cotsum 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 (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 Backpack (from Field Kit) twi'lek dancing girl (entertainer's) outfits formal dress casual clothes dancing slippers Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hades-666 Posted April 22 Clone Share Posted April 22 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: 1 "That's quite a yarn Nina, lets hope it doesn't trip us up" Jal makes for the door as the others jump to Nina's directions. Wondering where she produced the yookoo'lele from and why she's playing it. Seeing that Shade didn't quite get the whole tap the head signal, I guess he wasn't around to many Jedi during the War to see them 'persuade' people who were in their way. Yes Shade, as I said I'm all for talking this out first, I'm sure we can get her to speed off towards an easier target. I'd rather we draw attention on our terms, not someone else's. Either way, we should have a signal in case negotiations go south and we strike first, any ideas?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 23 Author Clone Share Posted April 23 The Viceroy nodded to Nina and made for the kitchen, ducking behind an edge of the bar. The bar tender looked from the beggar to Nina, Shade and Jal as they stood. Outside Kessra waited, leaned against her sideways bike with a blaster rifle held lazily in her arms. Two of the Vipers were doing donuts and howling through the noise. The other three were driving back and forth across the street behind their leader. All of the bikes looked cobbled together from the wreckage of a dozen other speeders. No weapons were mounted on them but each gang member had a pistol on their leg or around their neck and a vibroblade in a boot or on their waist. "Hey! HEY! SHUT UP!" the woman barked at the Vipers doing donuts and tricks, who immediately stopped. "Bout time you showed up. I was about three seconds from shooting everyone through the windows!" Kessra taunted with a cackle. "Listen up and listen good. You're trespassin' here without a proper landing permit. Now I was nice and didn't ambush you and shoot ya dead." She mockingly shot at Shade, mouthing a noise like a toy gun firing. She again laughed with a kind of mania. "You three--and all your scaredy-Blurrg friends in there--owe me a thousand creds. Each." The woman's tone was serious and yet casual enough to suggest she had been doing this for long enough that a thousand credits seemed reasonable. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 23 Clone Share Posted April 23 (edited) 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 Lang: Basic, Binary, Bocce, Bothan, Geonosian, Huttese Remy moves to the side of the door, able to shoot out if need be, or close the distance to treat their team medically. As the woman spoke, Remy's subroutines flicked up a course of actions that reverberated in the droids matrix. "Nina: Initiate Hostile Negotiations... shoot her in the head, then ask who wants to negotiate next." Now if only he could patch into her comms somehow... ... He switches to their private comms line and passes the thought on to Nina. all the while using his one new Communication Scanner to pick up any chatter, passing relevant data to the team. Edited April 23 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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