zeone3000 Posted April 23 Clone Share Posted April 23 Tetra Terrabreaker "Whelp, off I go then," Tetra followed the Viceroy into the kitchen but kept moving in hasty fashion. Name xDiceName xDiceResult xDiceString xDiceRolls Athletics 18 1d20+9 9 Link to comment Share on other sites More sharing options...
Essex Posted April 24 Clone Share Posted April 24 Zen Solen Soldier HP 48/48, Condition Normal Damage Threshold 13 Defenses: Fort 13, Ref 16, Will 12 Force Points x, Destiny Points x Zen takes position just behind Remy his left hand on his shoulder his right holding his blaster just behind his right leg to keep it out of view. Watching the scene start to unfold as he whispers to Remy "If the shooting starts I'm behind you, I'll go to the right you take the left. Or we might use plan B." He checked the area to make sure there were no snipers in sight as well as checking for innocents and possible areas for cover in the fire zone. A quick look behind him to make sure Tetra was gone then right back to the immediate threat ahead. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted April 24 Clone Share Posted April 24 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 snorted at the woman's threat, but held his tongue - barely. Jal wanted to try and talk it out, and Nina did, too, so he'd give them the chance. Still, he felt the only way they were gonna get this resolved was by shooting a few of them - and he was as sure as Tatooine was hot that he was gonna try and take this Kessra out first. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 24 Author Clone Share Posted April 24 Tetra smoothly made his way into the kitchen with speed only a martial artist could muster. He ducked and slid under counter tops and the cook's haphazard cooking style, rolled over a crate of ingredients, and finally dove into a roll over debris from building damage. He found himself outside but at an alleyway. From there he crept up to the area where demands were being made but stayed just out of sight. Remy and Zen posted up beside the front door, taking in the scene easily as small holes in the frame let sound through. The droid's message made it to Nina's ear whilst scanning for any communications in the city. Over the course of nearly twenty seconds Remy detected thirteen different messages, twelve of which were not encrypted and involved gossip or simple conversations. All the signals originated from within the city, though the encrypted one drew Remy's attention. He narrowed it down to a large building on the far end of the land bridge. Zen's wise eyes scanned for snipers but found none. It wasn't surprising; these gangers didn't strike the security officer as particularly clever. Not like what he'd been used to fighting. They stank of flair and showmanship, not a true threat or villain. Luckily everyone that didn't want to be involved in the violence had taken cover. A beggar around the corner immediately--and drunkenly--fell over on the spot as he tried to extricate himself from the scene. Kessra awaited an answer... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 24 Clone Share Posted April 24 (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 "Intercepted encoded transmission, from the large building on the far end of the land bridge, attempting to decrypt" Remy transmits on their own encoded personal channels. "It is proving to be highly encrypted..." OOC Decrypt transmission: 19 (damn low roll) Edited April 24 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Use Computer (Decrypt) 19 1d20+15 4 Link to comment Share on other sites More sharing options...
zeone3000 Posted April 25 Clone Share Posted April 25 Tetra Terrabreaker Tetra remained calm and composed yet alert and prepared to act swiftly if the need arose. Activating his comm with a determined clench of his jaw, Tetra said, "I'm in position. Keep the line open so I can assess the situation. If I need to get involved, signal me by clicking the comm twice." His words were concise and confident, conveying a sense of readiness and confidence. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted April 27 Clone Share Posted April 27 (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 strummed soft chords as Kessra asserted her dominance and spoke her demands. The gang leader seemed a blunt instrument. As she postured, it became clear to Nina that Kessra was not a businesswoman or a negotiator. She seemed a brute who most likely respected strength and nothing else. Back in the cantina, Nina had already determined that it would be a mistake to show weakness or fear. But now Nina saw just how blunt an instrument the scarred woman truly was. Kessra could not exist independently. Kessra was a wild dog on a leash. Some more powerful player held that leash. Nina had come outside, exposing herself as the prime target to a biker gang, in the hopes of maneuvering Kessra to reveal the power that held her leash. That individual would be driven by profit and thus open to negotiation. If Nina could get to the leash holder, she'd be able to work her magic. But now, as Kessra concluded her ridiculous demand, it became clear that the biker woman hoped for a violent confrontation more than she hoped for the credits. Nina realized she'd need to show some of her cards, and take some risks, if she was going to avoid violence--or at least, delay the violence until she had obtained the information she desired. Given there was a Hutt on the planet making a move for control of the criminal underworld, it was reasonable to conclude that Kessra's leash was held by Darga, and if not Darga then the local criminal leader or Imperial-officer-on-the-take he hoped to supplant. If Kessra turned out to be in the Hutt's employ, it would be disastrous to take her out. But if the bikers were the Hutt's enemies, taking them out might be equally disastrous. Organized crime often involved delicate truces among precariously balanced powers--a house of cards ready to collapse into brutal gangland killings and reprisals. Very bad for business. And hutts didn't like anything that was bad for business. She'd not intended to start with talk of Darga, but the twi'lek saw no better option. Still strumming soft chords, Nina let out a low whistle, holding Kessra's gaze. "A thousand credits? That's a sweet racket, Kessra. What's your percentage of the take?" Looking the disfigured woman up and down, she added, "Or are you merely master Darga's tax collector?" She slipped in the master hoping Kessra would be smart enough to at least understand the implication. Hutts liked to be referred to with honorifics. His excellency, Darga. The illustrious Darga. They loved being schmoozed. But master Darga? Only a servant or employee would refer to Darga in such a way. OOC: See Question Inside Main Hand - Off Hand - Actions Action: Not sure if you want me to make a check. And if so, I'm not sure if you'd want a Persuasion, Deception, or Intimidation check. 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 27 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted April 29 Author Clone Share Posted April 29 Kessra snorted a laugh, inciting the others to hoot and hollar. "Percentage? The whole thing. But it's funny you think I take orders from him." She shook her head. "Ain't like that. We're, uh, contractors," she added with a stupid grin. "But that's not your business. Say, what're you doin' out of the slave pens anyways? Try and take the Twi'lek alive!" she added, yelling to her men at the end. Hopping on her swoop bike and starting it with the same downward momentum, Kessra looked at Nina again. "Unless I misread this, and you plan to pay up...?" Her rifle was still lazily aimed at the group. OOC This will be your only chance to try persuading Kessra before it turns to combat. She's just not that kind of temperament. Nina, roll whatever you think is appropriate for what you're trying to accomplish. Any of the 3 are acceptable social tactics. Your gut feeling tells you Intimidation will be the toughest but likely the most effective. Jal, if you're going to Mind Trick, now's the time. I'm assuming everyone else in is a favorable position by now. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted Sunday at 08:01 PM Clone Share Posted Sunday at 08:01 PM (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. Try to take the twi'lek alive. It was what she'd been hoping for--a calculated component of her deception. Her best chance of surviving the opening salvo when things went sideways. That small victory allowed the twi'lek to remain in-character: the confident, smooth-talking hutt's envoy. The raised her voice above the sound of Kessra's speederbike, wanting Kessra's men to hear her words. "My, my, Kessra, what will the illustrious Darga the Hutt say when he discovers that you attempted to extort and then attacked his envoy and her armed escort upon their return from Nal Hutta?" OOC: Comment Inside Main Hand - Off Hand - Actions Action: Deception check. I've got a reroll on Deception checks, but I'm not going to chance it. I figure a 16 is good enough to fool her thugs (and maybe have them question her orders), and it might be good enough to fool Kessra herself. 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 Sunday at 08:12 PM by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Deception Check 16 1d20+8 8 Link to comment Share on other sites More sharing options...
Malkavian Grin Posted Tuesday at 06:15 PM Author Clone Share Posted Tuesday at 06:15 PM Kessra's bike immediately shut off and she waved a hand in front of her. "Woah, woah, woah, woah!" she shouted. "Envoy?! What the druk! HEY CALM DOWN!" she added, waving her men down. "Look I'm not trying to piss off the Hutt. I'm just a contractor. He's got nothing to do with what's going on here, so let's just agree that you already bought your passes and can be on your way, eh? Look, see, I'm not unreasonable." Revving her bike's engine back on, and in a desperate flare to still look cool to her gang, Kessra lead the group off down the street with a whooping cry and fist pumped into the air. OOC You beat her Will Defense so she buys the lie. Nicely done! You've avoided combat. What now? Follow up on the lead to Darga's agent? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted Tuesday at 06:34 PM Clone Share Posted Tuesday at 06:34 PM 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 Well, roast me and call me a nerf steak. I didn't think that would work. Shade watched the Vipers fly off as he switched his rifle back to single fire. "I've got to hand it to you, Nina. I was sure that nothing we could say would get her to back down. Of course, if it gets out that we don't actually work for the Hutt, they'll be back." Hitting the safety on his blaster rifle and slinging it over his shoulder, he said, "Let's track down this Warrick Raden fellow. That seems to be our best option, if that Nemoidian was telling the truth." Shade still had a certain amount of skepticism in his voice regarding the Nemoidian's information. It had been obvious to him that the Nemoidian was suffering from some kind of delusion, and Warrick Raden was just as likely to be a figment of that delusion as he was a real being. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
zeone3000 Posted Tuesday at 08:27 PM Clone Share Posted Tuesday at 08:27 PM Tetra Terrabreaker The moment the bikers vanished, Tetra emerged from his hiding spot. He headed towards the others' location, "I can't help but think that there might be a granule of truth in the desert that is his mind." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted Tuesday at 09:06 PM Clone Share Posted Tuesday at 09:06 PM 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. The twi'lek, overloaded by survival hormones, busied herself playing a farewell chorus as the speederbike gang rode off. Once they were out of sight, she continued the activity: returning the holdout slugthrower to its concealed sheath, powering down the yookoo'lele, retrieving the instrument case slung over her back and gently securing the yookoo'lele within. Despite the energy bursting to escape her body, she forced herself to move slowly, methodically. To Shade, she confessed, "Honestly, Kessra surprised me as much as she did you." Nina inhaled and let out a long cleansing breath. An oddly playful smile came to her face. "Did you see the look on her face?" She stifled a laugh, not really expecting an answer. Sobering up, she got back to business. "But yeah, I agree: we should go after Warrick Raden. And I think we should do so sooner rather than later. We can't afford to be seen wandering around the neighborhood if word of it gets back to Kessra." Nina realized she still had her mic open on her earbud comlink. It was a rookie mistake, but she didn't care. She was just glad to be alive and unwounded. She really hated being shot. She turned to Tetra, "I'm counting on it." OOC: Comment Inside Main Hand - Off Hand - Actions Action: Deception check. I've got a reroll on Deception checks, but I'm not going to chance it. I figure a 16 is good enough to fool her thugs (and maybe have them question her orders), and it might be good enough to fool Kessra herself. 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...
zeone3000 Posted Tuesday at 09:30 PM Clone Share Posted Tuesday at 09:30 PM Tetra Terrabreaker Tetra gave a sharp whistle and said, "I see why they call you Steel Nina..." He thumbed to the retreating bikers, "If that's you being taken by surprise, they're in some real poodoo when you get some prep time." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted yesterday at 12:35 AM Clone Share Posted yesterday at 12:35 AM (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. "I have my moments," Nina replied. "So I'll take the complement. Thanks." She turned back to Remy's position, eager for the comfortable weight of chuq-chuck on her back again, but stopped before taking a step. Thoughtfully, she met Tetra's gaze. "On second thought, the ease of our win with Kessra means the hutt is a bigger deal than we'd... I'd anticipated. Knowing hutts, he'll either be impressed that we outwitted Kessra or he'll be angry that we... that I bartered with his name. It's usually like that with hutts, a fifty-fifty: maybe good, maybe bad. So maybe you want to withhold your praise until we see if there's still a high price to be payed--possibly higher than Kessra's--for what I just did." OOC: Comment Inside Main Hand - Off Hand - Actions Action: Deception check. I've got a reroll on Deception checks, but I'm not going to chance it. I figure a 16 is good enough to fool her thugs (and maybe have them question her orders), and it might be good enough to fool Kessra herself. 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 yesterday at 12:37 AM by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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