zeone3000 Posted May 8 Clone Share Posted May 8 Tetra Terrabreaker Tetra's demeanor was quite surprising, considering the gravity of the situation. He didn't seem to be fazed by it at all. He appeared to be calm and collected. He nonchalantly moved his hands behind his head and flashed a toothy grin. "Sounds like we'll cross that bridge when we get to it," he said, almost carefree, as if he was confident they could handle whatever challenges lay ahead. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 8 Clone Share Posted May 8 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 "It was a high percentage gamble, impressive in its application," You think that was meant to be a compliment from Remy, as he hands over the Chuq-chuck and Nina's bag. "I will continue to monitor all traffic and attempt to intercept and decrypt secure messages. It might be good to capitalise on this new reputation as it will soon spread to certain individuals hearing" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
zeone3000 Posted May 8 Clone Share Posted May 8 Tetra Terrabreaker His eyebrows furrow, and his lips purse in concentration. He seems lost in thought as if trying to unravel a complex puzzle, "What's a low percentage gamble?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted May 8 Clone Share Posted May 8 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 "A gamble that's got almost no chance to work, but needs to be taken anyway." Shade's voice seemed distant, as though he wasn't entirely speaking about the here and now. He was staring in the direction the Vipers went, but whether he was actually watching to see if they came back or just staring into space was hard to say with the helmet on. With a small shake of the head, he said, "I hope this Raden fellow is more amenable to conversation than Kessra." OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
zeone3000 Posted May 8 Clone Share Posted May 8 Tetra Terrabreaker Tetra thought for a moment and then rubbed his chin, still deep in thought, "What I am trying to say is, aren't the odds always stacked against the players? They say, 'The house always wins'. I mean, there's a reason why there are so many sayings about it." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 8 Clone Share Posted May 8 EM-AI Medical Droid Droid (1st Degree) Technician HP 26/26, Condition Normal Damage Threshold 13 Defences: Fort 13, Ref 14, Will 17 Force Points 5 (1), Destiny Points 0 Lang: Basic, Binary, Bocce, Bothan, Geonosian, Huttese Remy, processing Tetra's contemplation with his typical analytical rigour, responded, "Indeed, Tetra, the adage 'The house always wins' is rooted in the fundamental principles of probability and economic gain that govern gaming establishments. This saying originates from the recognition that casino games are structured inherently to provide a statistical advantage to the establishment, known as the 'house edge.' This edge ensures that, while players may win games on individual occasions, the casino is guaranteed to make a profit over a large number of games played." He continued, "The house edge is embedded in the rules of each game, subtly shifting the odds in favour of the casino. For example, in the game of Pazaak, if the player and the dealer both bust, the player loses. In Ryllette, the zero or double zero on the wheel creates a scenario where even bets on red or black have less than a 50% chance of winning. Additionally, Zadek machines are programmed with payout percentages that dictate how much of the money put into them will be paid back to players over time, always less than the total inserted. Thus, the house maintains its advantage through these mechanisms, ensuring its long-term profitability despite the occasional payouts to winning players." Remy, devoid of personal feelings but equipped to provide clear explanations, offered this insight to help Tetra understand that the odds in casino games are deliberately and systematically designed to favour the house, encapsulating the essence of the gambling industry's enduring maxim. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Essex Posted May 9 Clone Share Posted May 9 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 joined with the rest of the group an obvious look of disappointment on his face as the fingers of his right hand tapped away at the grip of his holstered blaster. Though he gave Nina a nod of approval he looked on as the swoop gang took off into the distance. "I'm up for whatever path you guys wanna walk." Was all Zen said as he made a quick sweep of the area then turning to face the cantina. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted May 11 Clone Share Posted May 11 (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. "Thanks, Remy," Nina beamed as she'd taken her pack and the musical instrument case in which chuq-chuck lay concealed. She'd busied herself resettling her pack and the two instrument cases on her back, situating them so she could easily move about or run, and had easy access to the opening side of chuq-chuck's case--all the while, listing to the banter of the males. She'd continued to think of Remy as a male until the impression had stuck. Which was just as well: she was more comfortable in the company of men, even hardened men like these. Satisfied with the arrangement of her gear, she looked to the others, realizing they'd been waiting for her. "I'm ready," she announced awkwardly, interrupted by a memory of Atherton teasing her for always making him late for their high society evening event. Shrugging off the memory, she pressed on. "So I've been thinking. The next piece of our story is that we're hear to meet someone who is difficult to find. We were supposed to be greeted by a devaronion kid, known on the streets as Womp Rat. He was supposed to show us the way. But he didn't show at the landing pad, and we got tired of waiting. So we're looking for him." She looked to the others for confirmation that they got the gist of the story. "That's the story we tell if people get suspicious. Otherwise, we just tell them we're looking for a devaronion kid named Womp Rat." Again, a pause to make sure people understood the shared deception, and that no one was going to propose any better idea. Once the details of the cover story were settled, the twi'lek looked to Shade and Zen, who she was beginning to think of as the group's tactical leaders. "So do we start our search hear or should we put some distance between ourselves and the cantina?" 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 May 11 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 11 Clone Share Posted May 11 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 "We require accommodations that include separate rooms and an additional space for me to monitor communications. It is essential that one of the rooms is adjacent to a meeting area for client interactions. Additionally, we need a plausible facade for our transactions. Given that we are officially representing specific entities, it is imperative that our behaviour and arrangements reflect this role accurately to maintain our cover." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted May 13 Clone Share Posted May 13 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 "We probably shouldn't be asking questions around here, just in case the Vipers decide they want to collect from us after all. Still, we should probably go other places to ask questions. If we can find a public terminal, Remy, do you think you could slice it and run a search to see if there's any digital records of where we can find Raden?" Shade wasn't sure about spending money on accomodations, but he knew that if they asked enough questions, they could find him. OOC I vote we don't continue asking questions in the cantina, but we can go around asking questions. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted May 13 Clone Share Posted May 13 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 was surprised--in a good way--by the droid's input on the information gathering plan. However, she refrained from commenting, waiting for further input from the others, and realizing the more important question was whether or not to remain at the cantina or look for a different location in which to gather information. The twi'lek nodded to Shade's strategic assessment of the situation, waiting to hear if Zen had anything to add. So far, the lanky soldier had proved rather taciturn, but his actions had revealed him to be a tactical and strategic thinker. Then she looked to the droid, remembering the obvious--that he too seemed programmed for tactics and strategy. But anyone else could add to the conversation, the twi'lek remembered something important. "Oh poodoo, I forgot about Sirona. She needs an update about Kessra." Nina stepped away from the conversation for a moment, switching comm channels and contacting the ship captain. She gave the woman a quick update, letting her know about Kessra, about the deception that had driven the gangster off, and encouraging Sirona to keep to the ship and not take any unnecessary risks. Closing down the comm channel, she stepped back to the group. 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...
8w_gremlin Posted May 13 Clone Share Posted May 13 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 "My current programming does not include advanced Slicing capabilities. However, with one hour's time, I can modify several of my subroutines to acquire the necessary skills to assist in this capacity." Remy’s head pivots precisely towards Nina, conveying urgency through his mechanized movements. "It is advisable not to depart from this location until we have secured a confirmed destination. Furthermore, following the nature of your recent meeting, it would be strategically prudent to project confidence by remaining here to partake in a beverage before proceeding." With that directive, Remy manoeuvres to the bar and inquires, "Could you provide information on accommodations nearby that are of fine quality or better?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted Wednesday at 09:46 PM Clone Share Posted Wednesday at 09:46 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. Nina looked to the droid, no longer surprised, but listening and occasionally nodding. She was, however, surprised when he walked back into the cantina. She turned back to Shade. "He's got a point. We left mid-meal. Slinking off might seem more suspicious than going back in, finishing our meals or drinks, and then asking about other late-night cantinas or casinos. That's gotta factor into the strategic situation even if not the tactical." Feeling like the decision had been made, Nina followed the droid back into the cantina, reflecting on the oddity of organics following a droid's lead. 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 Wednesday at 09:51 PM Clone Share Posted Wednesday at 09:51 PM Tetra Terrabreaker "Maybe preventing a major remodel of their bar might encourage the owner to become a little more talkative," Tetra offered with a shrug as they walked back in. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted Thursday at 01:08 PM Clone Share Posted Thursday at 01:08 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 "Probably a valid point...alright, let's go back in. But we should focus on finishing our food and drinks, first. If we look nonchalant about the encounter, it might give us a rep as people who shouldn't be messed with." Shade followed back into the cantina. OOC Going with the group. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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