Wizard of the Coat Posted March 13 Clone Share Posted March 13 (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 can help you with a disguise," Nina confirmed. She'd listened carefully to the briefing with little reaction, other than a raised brow at Remy's on-point questions. She didn't like the mission: the lack of intelligence led her to question the competence of whatever organization was contracting her services. The twi'lek addressed her next words to her companions rather than Gilder. "Once we're on the ground, we can gather the information we need to develop our plan. I'm pretty good at boots-on-the-ground information gathering, and I'm guessing Remy can access the planetary net and find what I cannot. We won't know how dangerous the job is until we've gather more information." Nina conducted some quick mental calculations in her mind before turning her attention back to Gilder. "We'll need a thousand credits: to pay off informants, for possible ground transport, and for possible clothing expenses to blend in with the locals. Oh, and a couple of bottles of the Captain's Nar Shadda Bourbon as a gift for Durga. The offering of gifts is standard etiquette for an audience with a Hutt Crime Lord." The twi'lek glanced from Gilder to her companions, then back to the old man. "And while we're on the topic of credits, what's the going rate for free-thinkers who infiltrate a Hutt criminal organization and deliver highly secure intel about criminal operations." OOC Main Hand - Off Hand - Actions Action Swift Action Move Action Possible Reaction Effects/Conditions Statblock Twi'lek Female Scout 2 Scoundrel 1 Destiny Points 0 Dark Side Score 0 Str 10 Dex 14 Con 14 Int 12 Wis 12 Cha 14 Skills Athletics1. Climb Surface 2. Accelerated Climbing 3. Catching Yourself When Falling 4. Making Handholds and Footholds 5. Additional Climb Applications 5.1. Climbing in Low or High Gravity 5.2. Extreme Conditions 1. Long Jump 2. High Jump 3. Jump Down 1. Swim +6, Deception1 Deceive 1.1 Deceptive Appearance 1.2 Deceptive Information 2 Create a Diversion to Hide 3 Feint 4 Additional Deception Applications 4.1 Alternative Story (Trained Only) 4.2 Cheat (Trained Only) 4.3 Create a Diversion to Hide an Item 4.4 Feign Haywire (Droids Only) 4.5 Innuendo (Trained Only) +8, Gather Information1 Learn News and Rumors 2 Learn Secret Information 3 Locate Individual 4 Additional Gather Information Applications 4.1 Analysis (Trained Only) 4.2 Find a Good Score (Trained Only) 4.3 Identify +8, Perception1 Avoid Surprise 2 Eavesdrop 3 Notice Targets 4 Search 5 Sense Deception 6 Sense Influence 7 Additional Perception Applications 7.1 Long-Range Spotter (Trained Only, Requires Electrobinoculars) +7, Stealth1 Sneak 2 Conceal Item 3 Create a Diversion to Hide 4 Pick Pocket 5 Sleight of Hand 6 Snipe 7 Additional Stealth Applications 7.1 Conceal Large Items 7.2 Drop +13/+18+5 Equipment Bonus for Camouflage Poncho when attempting either the Sneak or Snipe applications of the Stealth skill , Survival1 Basic Survival 2 Endure Extreme Temperatures (Requires Field Kit) 3 Know Direction 4 Track (Trained Only) 5 Additional Survival Applications 5.1 Create Defensive Position (Trained Only) 5.2 Extended Survival (Trained Only) +7 Speed 6 Melee +1 Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt. Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price. One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs. Weapon Type: Simple Weapons (Melee) Size: Small Cost: 100 Damage: 2d4 Stun Setting: YES Weight: 1 Kilogram Type: Bludgeoning (2d4+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. (currently in private cabin on ship) [Female Twi'lek] Earbud ComlinkThe Earbud Comlink is a tiny Comlink fitted for the wearer's ear, allowing unobtrusive private communication for anyone needing to be discreet- ambassadors, card cheats, and spies, for example. The Earbud Comlink's size, shape, and color give the wearer a +5 Equipment bonus to Deception checks for the purpose of hiding its presence. The Earbud Comlink can be programmed to initiate or receive a transmission when the wearer touches his or her ear or even clicks or grinds his or her teeth. Because of its minute size, the Earbud Comlink has the same range as a Comlink (Short-Range)- 50 kilometers or low orbit. (concealed in ear: DC 33 Perception check to spot) Hypoinjector WristbandWeight: 0.1 Kilograms An inconspicuous metal band, the Hypoinjector Wristband can help a wearer avoid succumbing to the effects of Poisons and other harmful chemicals. The refillable wristband stores up to 8 doses of vaccines, antidotes, or other medication. In addition to the Hypoinjector, the Wristband also houses a bioscanner that continually scans the wearer for any foreign chemicals that the device can counteract. When a harmful substance is detected, the Hypoinjector administers the appropriate drug. Refilling the Wristband requires a Standard Action per dose or 4 rounds for the entire set. The device runs on two Energy Cells that must be replaced after 5 days of constant use. (worn) Miniatureized Survival KnifeA small hand-held Weapon with a sturdy blade, the Survival Knife can be used as both a tool and a weapon, making it popular with explorers and survivalists alike. It is frequently issued to pilots in military units in the event they are shot down and survive their Vehicles' destruction. The handle is hollowed out to allow storage of very small items, typically rudimentary Survival Gear such as a Fire Rod, a short length of binding wire, or an Energy Cell. A character who has a Survival Knife can always determine which way is north thanks to the built-in digital compass. Weapon Type: Simple Weapons (Melee) Size: Tiny Cost: 100 (+500 for miniaturization) Damage: 1d4 Weight: .7 Kilograms Type: Slashing Special: Can be Thrown (Inaccurate; Cannot be Thrown at targets at Long Range) (sheathed on thigh) Fire PasteWeight: 0.1 Kilograms Fire Paste is a thick beige substance that can act as a fuel for starting a fire. The paste, once squeezed from its tube, can be placed on virtually any surface, including ice and wet wood. With a single spark, the paste ignites, burning for 3d4 minutes. If applied to a living creature or an object, the burning paste causes 1d6 points of Fire damage as long as it burns and remains in contact with the creature or object. A single squeeze tube contains 5 applications of Fire Paste. (in miniaturized survival knife hilt) Hip HolsterWeight: 0.5 kg Holsters are generally available for all Medium or smaller weapons. (Larger weapons are usually carried on shoulder straps, hangers, or baldrics that cost as much as a Hip Holster.). Hip Holster: This Holster holds the weapon in an easily accessed- and easily seen- location. (in secured locker in private cabin on ship) Chuq-ChukSLUGTHROWER RIFLE A Slugthrower Rifle is the larger cousin of the Slugthrower Pistol. It doesn't need a Power Pack; instead, it takes clips containing "Slugs," with each clip holding 20 Slugs. Clips cost 40 credits and, weigh 0.2 kg. Weapon Type: Rifles Size: Medium Cost: 300 Damage: 2d8 Stun Setting: NO Rate of Fire: Single-Shot, Autofire Weight: 4 Kilograms Type: Piercing Availability: Restricted RANGE MODIFIERS w/Range Finder: 0-30 PB 0; 31-60 S 0; 61-150 M -5; 151-300 L -10 w/Targeting Scope (Aim): 0-30 PB 0; 31-60 S 0; 61-150 M -2; 151-300 L -5 w/Range Finder & Flash Suppressor/Silencer: 0-30 PB 0; 31-60 S 0 w/Folded Stock & Range Finder: 0-20 PB 0; 21-40 S 0; 41-60 M -5; 61-80 L -10 w/Folded Stock & Targeting Scope (Aim): 0-20 PB 0; 21-40 S 0; 41-60 M -2; 61-80 L -5 w/Folded Stock, Range Finder & Flash Suppressor/Silencer: 0-20 PB 0; 21-40 S 0 (in Hip Holster) Retractable StockUpgrade Point Cost: 0 or 1 (See below) Availability: Common Any Rifle or Pistol (as well as Rifle- or Pistol-like Exotic Weapons (Ranged)) can have a Retractable Stock added. This Upgrade requires 1 Upgrade Slot for a Pistol, but 0 Upgrade Slots for a Rifle. (A Rifle already has a stock, which can be replaced with the Retractable Stock.) Extending or folding a Retractable Stock is a Move Action. When the Retractable Stock is folded, the following rules apply: 1. Treat the Weapon as a Pistol for purposes of proficiency and Range. 2. You cannot Brace the Weapon while using it in Autofire mode, even if it is an Autofire-only Weapon. When the Retractable Stock is extended, the following rules apply: 1. Treat the Weapon as a Rifle for purposes of proficiency and Range. 2. You take a -5 penalty on attack rolls with the Weapon if you use it in one hand (regardless of its size relative to you). BipodUpgrade Point Cost: 0 Availability: Common A Bipod is an attached two-legged stand that steadies the barrel of a Rifle or Heavy Weapon when Aiming or using Autofire. Preparing a Bipod for use is a Move Action, and you cannot prepare a Bipod unless you are either Prone or adjacent to low objects (or other waist- to chest-height Cover) that are between you and your target. If you move, you cannot use the Bipod until you prepare it again. A Bipod counts as a mount for any Weapon that requires it (such as a Heavy Repeating Blaster or an E-Web Repeating Blaster). For other Weapons, a Bipod makes Aiming easier. If you have already Aimed at or attacked a particular target, each subsequent Aim Action requires only a Swift Action. (Under these circumstances, a character with the Sniping Master Talent can Aim as a Free Action once per round.) This benefit is lost if you attack or Aim at any other target. A Bipod adds 20% to the weight of the Weapon (minimum 1 kilogram). RangefinderUpgrade Point Cost: 1 Availability: Licensed Any Ranged Weapon can have a Rangefinder built into it. Such a Weapon takes no penalty when used to attack a target at Short Range. Thus, a Blaster Pistol with a Rangefinder Upgrade takes no Range penalty on attacks against targets up to 40 squares away. This is essentially an improved version of a Targeting Scope, and thus its benefits do not stack with those of Targeting Scopes. (However, a Weapon can have both a Rangefinder and a Targeting Scope, using the latter only when Aiming at targets at Medium or Long Range.) Targeting ScopeUpgrade Point Cost: 0 A Targeting Scope is a sighting device that makes it easier to hit distant targets. However, it affords a very limited field of view, making it difficult to use. Installing a Targeting Scope on a rifle or pistol requires 10 minutes, and a DC 10 Mechanics check. Standard: A Targeting Scope (Standard) reduces the Range by one category (for example, from Medium to Short Range). However, you must Aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target. Concealed Shoulder HolsterConcealed Holster: A Concealed Holster is designed to help keep a weapon out of sight. On most cases, this is a Shoulder Holster (the weapon fits under the wearer's armpit, presumably beneath a jacket, vest, or cloak). Small or Tiny weapons and single-bladed Lightsabers can be carried in concealed waistband holsters (often placed inside the wearer's waistband in the small of the back). Tiny weapons and single-bladed Lightsabers can also be carried on ankle, boot, or wrist Holsters. A Concealed Holster allows you to draw a Concealed weapon as a Move Action, instead of a Standard Action, but you take a -5 penalty on your Stealth check to conceal the weapon. Saturday Night SpecialMINIATURIZED SLUGTHROWER PISTOL A Slugthrower Pistol fires metal bullets -called "slugs"- instead of energy bolts. Slugthrowers are mostly found on backwater fringe worlds where blasters aren't readily available. They don't need Power Packs; instead, they employ clips that hold 10 slugs apiece. Clips cost 20 credits, and weigh 0.1 kg. Weapon Type: Pistols Size: Tiny Cost: 250 Damage: 2d6 Stun Setting: NO Rate of Fire: Single-Shot Weight: .7 Kilograms Type: Piercing Availability: Licensed (DC 23 Perception check to spot) Cutsom Synth-Leather Utility BeltWeight: 4 Kilograms A Utility Belt has 10 pouches containing a standard array of items. Each pouch can carry 0.5 kg. Pocket 1: Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt. Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price. One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs. Weapon Type: Simple Weapons (Melee) Size: Small Cost: 100 Damage: 2d4 Stun Setting: YES Weight: 1 Kilogram Type: Bludgeoning Pocket 2: Flash Suppressor/SilencerUpgrade Point Cost: 0 Weight: 0.2 Kilograms Availability: Common The Merr-Sonn Nonsonic is a typical example of a Flash Suppressor/Silencer. Fitting over the muzzle of any Small or larger Slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A Flash Suppressor/Silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped Slugthrower. It reduces the maximum Range of the weapon by two range increments., MedisensorWeight: 0.1 Kilograms Sweeping this small, handheld sensor over the subject's body produces a summary of the patient's vital signs. An MDS-50 Medisensor can be used as a Swift Action on an adjacent creature or character, providing the user with the target's current hit points, its place on the Condition Track, and the presence of (but no specifics on) Diseases, Poison, or Radiation exposure., Recording Unit: Audio & Video Pocket 3: Half a roll of Mesh TapeWeight: 0.5 Kilograms (half a roll = 0.25) The usefulness of Mesh Tape is limited only by a character's imagination. Mesh Tape adhesive has a Strength score of 15, and can support up to 90 kg indefinitely (And up to 180 kg for up to 5 rounds). Mesh Tape itself has a Strength score of 20 when used to bind another character, and requires a DC 20 Strength check to break. A roll provides 30 meters (20 squares) of Mesh Tape, that is 5 centimeters wide. (half a roll is 15 meters or 10 squares), , Liquid Cable DispenserWeight: 0.2 Kilograms Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 15 meters (10 squares) of cable, and is refillable at authorized outlets. The cable has a Strength score of 28, can safely support up to 560 kg, and it can be broken with a DC 24 Strength check. Pocket 4: Ammo Clip (20 rounds), Ammo Clip (20 stun rounds), Ammo Clip (10 rounds) Pocket 5: makeup kit, hygiene kit, perfume Pocket 6: Ration Pack x3, Personal MultitoolWeight: 0.2 Kilograms People who explore the untamed wilderness need many Tools. In most cases, full-sized Tools can be unwieldy, especially when cargo space is a limited commodity. The Personal Multitool is a low-tech device that holds miniature versions of several simple Tools that can be useful in the wilderness. Although the arrangement of the implements can vary, the standard Personal Multitool configuration for beings of Medium size includes a 5-cm vibroblade, a low-power hydrospanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These Tools are stored within the 6-cm handle and each fold out on a hinge. The vibroblade, hydrospanner, and hydrogrip are all powered by a single Energy Cell that must be replaced after 50 hours of constant use. The vibroblade can be used as a melee weapon that deals 1d4 points of damage. Pocket 7: MedpacWeight: 1 Kilograms Medpacs are compact packages designed to both equip a trained medic for work in the field and allow untrained individuals to apply First Aid in emergencies. A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly. Once you use a Medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a Medpac once in a 24-hour period., Antitoxin PatchThis adhesive patch is applied near the stomach (or similar organ, depending on the Species). It emits a low dose of antitoxin, giving the wearer a +10 Equipment bonus to Fortitude Defense against Ingested Poisons and a +5 Equipment bonus to Fortitude Defense against Inhaled Poisons. An Antitoxin Patch lasts for 24 hours. For each consecutive day that an Antitoxin Patch is worn, the target moves -1 step on the Condition Track. Pocket 8: Flash CanisterTypically used in the combat training of Jedi apprentices, the R-9 Flash Canister is an explosive device that causes dozens of tiny shells within the canister to burst forth and then detonate, creating a blinding flash of white light and piercing sound. The Flash Canister has a 3-Square Burst radius, and like other Grenades it is designed to explode on contact after it is thrown, effectively causing the bright flash of light in the same round it is hurled. When you make an Area Attack with a Flash Canister, you make a single attack roll and compare the result to the Reflex Defense of every target in the Grenade's Burst radius. Creatures hit take no damage, but all targets have Total Concealment against the creature until the start of the attacker's next turn. Blind creatures are immune to this effect. Weapon Type: Grenades Size: Tiny Cost: 100 Damage: - Weight: 0.5 Kilograms Type: Energy Availability: Restricted Special: This is an Area Attack Weapon. Pocket 9: Smoke GrenadeA Smoke Grenade produces a cloud obscuring fog that blocks sight. Smoke Grenades come in a variety of colors, making them useful as a signaling method to mark aerial attacks or call for evacuation. Smoke Grenades fill a 2-Square Burst radius with thick smoke that provides Concealment and creates a Smoke Hazard within the area. This cloud lasts for 10 rounds. Weapon Type: Grenades Size: Tiny Cost: 100 Weight: 0.5 Kilograms Availability: Restricted Special: This is an Area Attack Weapon. Hooked on Belt: 1 liter condensing canteen w/built-in water purification Lectro Yookoo'Lele (in carrying case on shoulder strap) Field Kit (in private cabin on ship) condensing canteen w/built-in water purification sunshield roll ration packs x28 glowrod x2 breath mask x2, filter x24, atmospheric canister x12 synthrope survival knife half a roll of mesh tape Edited March 13 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 March 15 Author Clone Share Posted March 15 Gilder raised an eyebrow at Nina's request, seemingly impressed with her forwardness. "That can be arranged. I'll have a thousand in chits made ready and stored on the Banshee. The bourbon will be... less easy to arrange, but I'll see to it. This is our best chance at finding out what Project Sarlacc is about--the least we could do is be sober," he replied, clearly sounding judgmental at the end. "As for your agreement to the mission, I've been authorized by the captain to pay you each a modest sum. Fifteen hundred credits--all up front this time. And as it seems there are no objections to the mission, I'll have that wired to each of your accounts within the hour." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted March 15 Author Clone Share Posted March 15 Making one final pass over all their gear before heading out, the team got seated and awaited takeoff. True to form, the ride on the Banshee was mostly smooth, only made complicated by Captain Sirona's need to pilot with flare. It was a long seventeen-hour flight with the adrenaline of a mission dulled by the boredom of nothing happening. Coming out of hyperspace was enough to jump everyone's nerves again. Anyone in the cockpit at the time would see very little traffic coming and going to the planet. "Alright folks, here we go. Strap in if you don't want to fall over, I'm taking us into atmo shortly," Sirona's playful tone came over the comms. Entry was bumpy but predictable as the ship made its way through multiple cloud layers until Cato Neimoidia was visible and taking up the entire viewport. The land itself was unworked and allowed to run rampant as Nature might intend. Rivers and oceans bumped against plains and deserts. Chains of mountainous outcroppings and lonely spires ran along the surface in many areas as a fog clung to their base. Running between these massive rock formations were massive bridges tethered deeply into the stone. Upon the bridges and sometimes along the underside of natural land-bridges were the pockets of civilization on Cato Neimoidia. However, upon closer inspection as the Banshee draws nearer, it was easy to see that many places had been damaged and abandoned after the Clone Wars. One of the larger natural masses had been transformed into a space port, using the top side of an archway for ship traffic while the city dangled beneath. "Incoming ship, welcome to Zarra or whatever. Send your stuff," came the admin's voice. She was clearly bored out of her mind with the job. The freighter touched down without issue and the team exited the ramp to find themselves in a slightly dilapidated space port. There was no sign of Imperial presence save for old propaganda posters lining the walls of the port tunnels. Taking an turbolift down into the city proper, the team began to walk the streets in hopes that literally anything would jump out at them as helpful. The view might have been breathtaking if the buildings weren't half-toppled and buried in their own rubble. There was a decided lack of authority figures as well as ongoing commerce. Landspeeders trying to navigate the streets had to go at sub-optimal speeds in order to dodge and weave around the piles of broken permacrete and garbage. Shabby-looking Neimoidians roamed the streets or peeked out of crevices in buildings. Down one street a series of sparks could be seen coming out of a garage where the tail-end of a speeder stuck out. A side street seemed to have more foot traffic than most as a cantina of some kind was just out of view, but whose music echoed aloud every few minutes. Just as the crew is walking down onto the street, a presumed beggar shuffled up off his feet from a pile of trash and approached them. "Hello? Hello! Please, spare a few chits for an old man down on his luck?" He snapped his head back and forth and looked over his shoulder conspiratorially. "I was the Viceroy of the Trade Federation!" he whispered harshly. "I was ruined by the Clone Wars but they're still after me! I still have secrets! But I just want a drink! How about it, just a few chits, eh?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted March 15 Author Clone Share Posted March 15 Status Tetra Terrabreaker Soldier 3 Destruction Destiny HP 46/46 FP 6/6 DP 1/2 Init +2 Ref 17 DT 15 Nrm -1 -2 -5 -10 X EM-A1 "Remy" Technician 3 Crippled Background HP 26/26 FP 7/6 Init +7 Ref 14 DT 13 Nrm -1 -2 -5 -10 X Zen Solen Soldier 3 Law Enforcement Background HP 48/48 FP 6/6 Init +9 Ref 16 DT 13 Nrm -1 -2 -5 -10 X RC-9738 "Shade" Scout 1 / Soldier 2 Destruction Destiny HP 43/43 FP 7/6 DP 2/2 Init +4 Ref 20 DT 16 Nrm -1 -2 -5 -10 X Steel Nina Scout 2 / Scoundrel 1 Nar Shadda Origin HP 41/41 FP 6/6 Init +3 Ref 18 DT 17 Nrm -1 -2 -5 -10 X Jal-Visas Frezi Scoundrel 1 | Jedi 2 Rescue Destiny HP 39/39 FP 6/6 DP 2/2 Init +2 Ref 16 DT 13 Nrm -1 -2 -5 -10 X OOC The Destruction and Rescue Destinies are now active for 24 hours. Both Destinies grant a +2 Destiny bonus on damage rolls to self and allies, so Tetra, Jal, and Shade all give off a 10' radius of bonus damage. They are the same bonus and so cannot stack. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
zeone3000 Posted March 15 Clone Share Posted March 15 Tetra Terrabreaker Tetra doubted the turncoat, and that wouldn't change until he saw something notable, "Not all of us are tempted by such simple vices." On the way to their next destination, Tetra couldn't believe that after not being off his homeworld for nearly two decades, he had been on two space stations, then a different planet and was now on their way to another one. All while fighting the Empire, gangs, and crime lords. He met Force-wielding aliens and saved them from the Empire by blowing up their base. He met a cop, a clone trooper, a bounty hunter, an independent droid, and a Jedi who were still around after everything that had transpired. He had saved some of them with his own hands several times. Now, they had to infiltrate a growing criminal empire and find out about a top-secret project from a Hutt, "No one is ever going to believe me back home." It all started after meeting his master and his introduction to the Force and Teras Kasi. Furthermore, just after they touch down, they are immediately set upon by a 'viceroy.' He held up his hand in disbelief, "Alright, okay. If that's true, let's hear some of those secrets then. Maybe we can get you to a place where you can drink... Well, almost all you can. I feel any more would be excessive and likely induce alcohol poisoning." The Force worked in mysterious ways, or this was a setup to see if they had anything of value. He had to call their possible bluff. Brentaal IV had its fair share of dark places and people, so it was not wise to play out your whole hand in this type of situation. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted March 15 Clone Share Posted March 15 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 "Before we embark on this mission, I can augment and improve some of your equipment, If you so desire." Several tools seem to unhinge from compartments around Remy's arm, they are not the same tools that he performed surgery with, well maybe not all of them. (OOC: tech specialist) Remy watched the others prepare, get bored and restless, then focused and disciplined, in a cycle as they all waited to exit hyperspace. "I managed to pick up some equipment and integrate it into my systems" he points to several more antenna sprouting from his integrated backpack. "I can intercept, analyze, decode, and record Comlink, transceiver, and HoloNet transmissions in a wide spectrum over 50km range. I hope this will give us an edge in some areas." "I also believe that it might be prudent to inform you that Huttese is one of the languages I am programmed to translate. And it would be good to perhaps pick up some black market contacts. one to confirm we are happy to deal in such items, two to use any purchased items for the mission, and three to give us better deep cover." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hades-666 Posted March 17 Clone Share Posted March 17 (edited) Jal-Visas Frezi Miraluka, Scoundrel 1/ Jedi 2 HP:39/39, Condition: Normal. Damage Threshold: 13 Defenses: Fort 14, Ref 16, Will 16 Force Points: 6 of 6, Destiny Points: 1 Jal passed the trip with making small talk to the group and letting them know he spoke Nemodian. As his master wanted to be able to talk in his native language from time to time he made Jal learn it and it came in handy during the war. Occasionally it was fun to try to confuse the hell out of droids who heard countermanding orders radioed at them on the battlefield in their master’s tongue. During the trip, Jal felt more at ease with the group so he just wore his eye wraps on board around them and only put his visor on when they were planet side. The sensations and smells of this run down world was ‘eye opening’ for Jal. Another planet ravaged by war and then ruin and poverty sets in. A wave of feeling crested inside him out of pity and shame but was calmly acknowledged and left to drift past without crashing into him. As the beggar shuffled up, Jal passed his sense over him while keeping alert to the wider street, and without directly facing the old man, Jal says in local nemodian just loud enough for the group and no farther, “If you are Nute Gunray, then I’m Wookiee. You don’t even look like him. I doubt you even know anything of value!?” Edited March 24 by Hades-666 correcting punctuation (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted March 18 Clone Share Posted March 18 Events RC-9738 "Shade" Reflex 20 (FF 16) | Fort 15 | Will 15 | DT 15 | HP: 43/43 | Init: +3 | Perception: +8 | Force Points 6/6 | Destiny Points 3 | FeaturesSecond Wind: 2/2 Languages: Basic Combat Options: Point Blank Shot | ConditionsCondition Track: Normal Shade spent most of the trip to Cato Nemoidia resting. Much like during the war, soldiers took a chance to rest when they could, since you never knew when you would end up in a firefight. Their arrival was a lovely journey in, but you could see the damage done to the planet during the fighting. Shame about what happened to this place. That's what fighting does - results in a planet full of destruction and debris. Once they arrived, Shade pulled his helmet on before disembarking, figuring that the citizens of Cato Nemoidia probably knew a clone on sight by this time. Still, the lack of other soldiers in the spaceport was nice. If they didn't have a heavy presence there, they likely didn't have a heavy presence anywhere. Being accosted by the Nemoidian, however, was less than pleasant. His finger twitched towards the trigger of his blaster rifle, but he kept his mouth shut to avoid revealing he was a clone. He settled for studying the Nemoidian closely, watching him for sticky fingers. OOC Perception check on the Nemoidian. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 16 1d20+8 8 Link to comment Share on other sites More sharing options...
Malkavian Grin Posted March 18 Author Clone Share Posted March 18 "Oh, yes, of course, many many secrets I could tell you," the beggar replied to Tetra. "Eh, but my throat is so very parched. A drink would--" he cut himself short as Jal accused him. He seemed to pale a bit, looking defenestrated. "But, but, but, but, but I am the Viceroy! I mean I was Viceroy! Please!" he pleaded as he stumbled toward the group, slovenly tripping on his tattered robes. A tearing sound was audible to everyone as the man crawled toward Jal, placing his hands on the Jedi's feet as he groveled in Neimoidian. ">Please, you must believe me! No one believes me! I know what the Empire is doing! They want me dead! Please, I'm so hungry!<" His robe had torn in half due to his antics and exposed some of his bare skin and emaciated ribs. Shade had watched the whole exchange very closely, but so far saw only a meager-framed Neimoidian showing the wrinkles and discoloration of age. His movements were uncoordinated--he might have already been intoxicated. The only thing the beggar gave off was a sense of being pitiable. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted March 20 Clone Share Posted March 20 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. Noting the beggar's emaciated condition, Nina drew a ration pack from her utility belt. "Here, eat something" She offered the pack, curious to see if he would reject the food and continue pleading for drink. "After that, you tell us just one thing you know about what the Empire is doing here. If we like what we here, we'll continue the conversation at the cantina. Deal?" OOC Main Hand - Off Hand - Actions Action Swift Action Move Action Possible Reaction Effects/Conditions Statblock Twi'lek Female Scout 2 Scoundrel 1 Destiny Points 0 Dark Side Score 0 Str 10 Dex 14 Con 14 Int 12 Wis 12 Cha 14 Skills Athletics1. Climb Surface 2. Accelerated Climbing 3. Catching Yourself When Falling 4. Making Handholds and Footholds 5. Additional Climb Applications 5.1. Climbing in Low or High Gravity 5.2. Extreme Conditions 1. Long Jump 2. High Jump 3. Jump Down 1. Swim +6, Deception1 Deceive 1.1 Deceptive Appearance 1.2 Deceptive Information 2 Create a Diversion to Hide 3 Feint 4 Additional Deception Applications 4.1 Alternative Story (Trained Only) 4.2 Cheat (Trained Only) 4.3 Create a Diversion to Hide an Item 4.4 Feign Haywire (Droids Only) 4.5 Innuendo (Trained Only) +8, Gather Information1 Learn News and Rumors 2 Learn Secret Information 3 Locate Individual 4 Additional Gather Information Applications 4.1 Analysis (Trained Only) 4.2 Find a Good Score (Trained Only) 4.3 Identify +8, Perception1 Avoid Surprise 2 Eavesdrop 3 Notice Targets 4 Search 5 Sense Deception 6 Sense Influence 7 Additional Perception Applications 7.1 Long-Range Spotter (Trained Only, Requires Electrobinoculars) +7, Stealth1 Sneak 2 Conceal Item 3 Create a Diversion to Hide 4 Pick Pocket 5 Sleight of Hand 6 Snipe 7 Additional Stealth Applications 7.1 Conceal Large Items 7.2 Drop +13/+18+5 Equipment Bonus for Camouflage Poncho when attempting either the Sneak or Snipe applications of the Stealth skill , Survival1 Basic Survival 2 Endure Extreme Temperatures (Requires Field Kit) 3 Know Direction 4 Track (Trained Only) 5 Additional Survival Applications 5.1 Create Defensive Position (Trained Only) 5.2 Extended Survival (Trained Only) +7 Speed 6 Melee +1 Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt. Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price. One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs. Weapon Type: Simple Weapons (Melee) Size: Small Cost: 100 Damage: 2d4 Stun Setting: YES Weight: 1 Kilogram Type: Bludgeoning (2d4+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. (currently in private cabin on ship) [Female Twi'lek] Earbud ComlinkThe Earbud Comlink is a tiny Comlink fitted for the wearer's ear, allowing unobtrusive private communication for anyone needing to be discreet- ambassadors, card cheats, and spies, for example. The Earbud Comlink's size, shape, and color give the wearer a +5 Equipment bonus to Deception checks for the purpose of hiding its presence. The Earbud Comlink can be programmed to initiate or receive a transmission when the wearer touches his or her ear or even clicks or grinds his or her teeth. Because of its minute size, the Earbud Comlink has the same range as a Comlink (Short-Range)- 50 kilometers or low orbit. (concealed in ear: DC 33 Perception check to spot) Hypoinjector WristbandWeight: 0.1 Kilograms An inconspicuous metal band, the Hypoinjector Wristband can help a wearer avoid succumbing to the effects of Poisons and other harmful chemicals. The refillable wristband stores up to 8 doses of vaccines, antidotes, or other medication. In addition to the Hypoinjector, the Wristband also houses a bioscanner that continually scans the wearer for any foreign chemicals that the device can counteract. When a harmful substance is detected, the Hypoinjector administers the appropriate drug. Refilling the Wristband requires a Standard Action per dose or 4 rounds for the entire set. The device runs on two Energy Cells that must be replaced after 5 days of constant use. (worn) Miniatureized Survival KnifeA small hand-held Weapon with a sturdy blade, the Survival Knife can be used as both a tool and a weapon, making it popular with explorers and survivalists alike. It is frequently issued to pilots in military units in the event they are shot down and survive their Vehicles' destruction. The handle is hollowed out to allow storage of very small items, typically rudimentary Survival Gear such as a Fire Rod, a short length of binding wire, or an Energy Cell. A character who has a Survival Knife can always determine which way is north thanks to the built-in digital compass. Weapon Type: Simple Weapons (Melee) Size: Tiny Cost: 100 (+500 for miniaturization) Damage: 1d4 Weight: .7 Kilograms Type: Slashing Special: Can be Thrown (Inaccurate; Cannot be Thrown at targets at Long Range) (sheathed on thigh) Fire PasteWeight: 0.1 Kilograms Fire Paste is a thick beige substance that can act as a fuel for starting a fire. The paste, once squeezed from its tube, can be placed on virtually any surface, including ice and wet wood. With a single spark, the paste ignites, burning for 3d4 minutes. If applied to a living creature or an object, the burning paste causes 1d6 points of Fire damage as long as it burns and remains in contact with the creature or object. A single squeeze tube contains 5 applications of Fire Paste. (in miniaturized survival knife hilt) Hip HolsterWeight: 0.5 kg Holsters are generally available for all Medium or smaller weapons. (Larger weapons are usually carried on shoulder straps, hangers, or baldrics that cost as much as a Hip Holster.). Hip Holster: This Holster holds the weapon in an easily accessed- and easily seen- location. (in secured locker in private cabin on ship) Chuq-ChukSLUGTHROWER RIFLE A Slugthrower Rifle is the larger cousin of the Slugthrower Pistol. It doesn't need a Power Pack; instead, it takes clips containing "Slugs," with each clip holding 20 Slugs. Clips cost 40 credits and, weigh 0.2 kg. Weapon Type: Rifles Size: Medium Cost: 300 Damage: 2d8 Stun Setting: NO Rate of Fire: Single-Shot, Autofire Weight: 4 Kilograms Type: Piercing Availability: Restricted RANGE MODIFIERS w/Range Finder: 0-30 PB 0; 31-60 S 0; 61-150 M -5; 151-300 L -10 w/Targeting Scope (Aim): 0-30 PB 0; 31-60 S 0; 61-150 M -2; 151-300 L -5 w/Range Finder & Flash Suppressor/Silencer: 0-30 PB 0; 31-60 S 0 w/Folded Stock & Range Finder: 0-20 PB 0; 21-40 S 0; 41-60 M -5; 61-80 L -10 w/Folded Stock & Targeting Scope (Aim): 0-20 PB 0; 21-40 S 0; 41-60 M -2; 61-80 L -5 w/Folded Stock, Range Finder & Flash Suppressor/Silencer: 0-20 PB 0; 21-40 S 0 (in Hip Holster) Retractable StockUpgrade Point Cost: 0 or 1 (See below) Availability: Common Any Rifle or Pistol (as well as Rifle- or Pistol-like Exotic Weapons (Ranged)) can have a Retractable Stock added. This Upgrade requires 1 Upgrade Slot for a Pistol, but 0 Upgrade Slots for a Rifle. (A Rifle already has a stock, which can be replaced with the Retractable Stock.) Extending or folding a Retractable Stock is a Move Action. When the Retractable Stock is folded, the following rules apply: 1. Treat the Weapon as a Pistol for purposes of proficiency and Range. 2. You cannot Brace the Weapon while using it in Autofire mode, even if it is an Autofire-only Weapon. When the Retractable Stock is extended, the following rules apply: 1. Treat the Weapon as a Rifle for purposes of proficiency and Range. 2. You take a -5 penalty on attack rolls with the Weapon if you use it in one hand (regardless of its size relative to you). BipodUpgrade Point Cost: 0 Availability: Common A Bipod is an attached two-legged stand that steadies the barrel of a Rifle or Heavy Weapon when Aiming or using Autofire. Preparing a Bipod for use is a Move Action, and you cannot prepare a Bipod unless you are either Prone or adjacent to low objects (or other waist- to chest-height Cover) that are between you and your target. If you move, you cannot use the Bipod until you prepare it again. A Bipod counts as a mount for any Weapon that requires it (such as a Heavy Repeating Blaster or an E-Web Repeating Blaster). For other Weapons, a Bipod makes Aiming easier. If you have already Aimed at or attacked a particular target, each subsequent Aim Action requires only a Swift Action. (Under these circumstances, a character with the Sniping Master Talent can Aim as a Free Action once per round.) This benefit is lost if you attack or Aim at any other target. A Bipod adds 20% to the weight of the Weapon (minimum 1 kilogram). RangefinderUpgrade Point Cost: 1 Availability: Licensed Any Ranged Weapon can have a Rangefinder built into it. Such a Weapon takes no penalty when used to attack a target at Short Range. Thus, a Blaster Pistol with a Rangefinder Upgrade takes no Range penalty on attacks against targets up to 40 squares away. This is essentially an improved version of a Targeting Scope, and thus its benefits do not stack with those of Targeting Scopes. (However, a Weapon can have both a Rangefinder and a Targeting Scope, using the latter only when Aiming at targets at Medium or Long Range.) Targeting ScopeUpgrade Point Cost: 0 A Targeting Scope is a sighting device that makes it easier to hit distant targets. However, it affords a very limited field of view, making it difficult to use. Installing a Targeting Scope on a rifle or pistol requires 10 minutes, and a DC 10 Mechanics check. Standard: A Targeting Scope (Standard) reduces the Range by one category (for example, from Medium to Short Range). However, you must Aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target. Concealed Shoulder HolsterConcealed Holster: A Concealed Holster is designed to help keep a weapon out of sight. On most cases, this is a Shoulder Holster (the weapon fits under the wearer's armpit, presumably beneath a jacket, vest, or cloak). Small or Tiny weapons and single-bladed Lightsabers can be carried in concealed waistband holsters (often placed inside the wearer's waistband in the small of the back). Tiny weapons and single-bladed Lightsabers can also be carried on ankle, boot, or wrist Holsters. A Concealed Holster allows you to draw a Concealed weapon as a Move Action, instead of a Standard Action, but you take a -5 penalty on your Stealth check to conceal the weapon. Saturday Night SpecialMINIATURIZED SLUGTHROWER PISTOL A Slugthrower Pistol fires metal bullets -called "slugs"- instead of energy bolts. Slugthrowers are mostly found on backwater fringe worlds where blasters aren't readily available. They don't need Power Packs; instead, they employ clips that hold 10 slugs apiece. Clips cost 20 credits, and weigh 0.1 kg. Weapon Type: Pistols Size: Tiny Cost: 250 Damage: 2d6 Stun Setting: NO Rate of Fire: Single-Shot Weight: .7 Kilograms Type: Piercing Availability: Licensed (DC 23 Perception check to spot) Cutsom Synth-Leather Utility BeltWeight: 4 Kilograms A Utility Belt has 10 pouches containing a standard array of items. Each pouch can carry 0.5 kg. Pocket 1: Snap BatonThe Snap Baton is a collapsible Weapon that expands from its tiny handle to become a 1-meter-long rod. In its collapsed form, it is easily carried in a pocket or Utility Belt. Expanding or collapsing a Snap Baton takes a Swift Action. Several models are available, including specially colored versions to appeal to a wide range of customers. Models that incorporate additional functions such as a panic alarm or a built-in Glow Rod sell for double the price. One model made by Merr-Sonn even includes an outer layer of sound dampening material that muffles the sound made when the Snap Baton hit its target. Snap Batons are popular in urban areas, especially with thugs. Weapon Type: Simple Weapons (Melee) Size: Small Cost: 100 Damage: 2d4 Stun Setting: YES Weight: 1 Kilogram Type: Bludgeoning Pocket 2: Flash Suppressor/SilencerUpgrade Point Cost: 0 Weight: 0.2 Kilograms Availability: Common The Merr-Sonn Nonsonic is a typical example of a Flash Suppressor/Silencer. Fitting over the muzzle of any Small or larger Slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A Flash Suppressor/Silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped Slugthrower. It reduces the maximum Range of the weapon by two range increments., MedisensorWeight: 0.1 Kilograms Sweeping this small, handheld sensor over the subject's body produces a summary of the patient's vital signs. An MDS-50 Medisensor can be used as a Swift Action on an adjacent creature or character, providing the user with the target's current hit points, its place on the Condition Track, and the presence of (but no specifics on) Diseases, Poison, or Radiation exposure., Recording Unit: Audio & Video Pocket 3: Half a roll of Mesh TapeWeight: 0.5 Kilograms (half a roll = 0.25) The usefulness of Mesh Tape is limited only by a character's imagination. Mesh Tape adhesive has a Strength score of 15, and can support up to 90 kg indefinitely (And up to 180 kg for up to 5 rounds). Mesh Tape itself has a Strength score of 20 when used to bind another character, and requires a DC 20 Strength check to break. A roll provides 30 meters (20 squares) of Mesh Tape, that is 5 centimeters wide. (half a roll is 15 meters or 10 squares), , Liquid Cable DispenserWeight: 0.2 Kilograms Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 15 meters (10 squares) of cable, and is refillable at authorized outlets. The cable has a Strength score of 28, can safely support up to 560 kg, and it can be broken with a DC 24 Strength check. Pocket 4: Ammo Clip (20 rounds), Ammo Clip (20 stun rounds), Ammo Clip (10 rounds) Pocket 5: makeup kit, hygiene kit, perfume Pocket 6: Ration Pack x3, Personal MultitoolWeight: 0.2 Kilograms People who explore the untamed wilderness need many Tools. In most cases, full-sized Tools can be unwieldy, especially when cargo space is a limited commodity. The Personal Multitool is a low-tech device that holds miniature versions of several simple Tools that can be useful in the wilderness. Although the arrangement of the implements can vary, the standard Personal Multitool configuration for beings of Medium size includes a 5-cm vibroblade, a low-power hydrospanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These Tools are stored within the 6-cm handle and each fold out on a hinge. The vibroblade, hydrospanner, and hydrogrip are all powered by a single Energy Cell that must be replaced after 50 hours of constant use. The vibroblade can be used as a melee weapon that deals 1d4 points of damage. Pocket 7: MedpacWeight: 1 Kilograms Medpacs are compact packages designed to both equip a trained medic for work in the field and allow untrained individuals to apply First Aid in emergencies. A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly. Once you use a Medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a Medpac once in a 24-hour period., Antitoxin PatchThis adhesive patch is applied near the stomach (or similar organ, depending on the Species). It emits a low dose of antitoxin, giving the wearer a +10 Equipment bonus to Fortitude Defense against Ingested Poisons and a +5 Equipment bonus to Fortitude Defense against Inhaled Poisons. An Antitoxin Patch lasts for 24 hours. For each consecutive day that an Antitoxin Patch is worn, the target moves -1 step on the Condition Track. Pocket 8: Flash CanisterTypically used in the combat training of Jedi apprentices, the R-9 Flash Canister is an explosive device that causes dozens of tiny shells within the canister to burst forth and then detonate, creating a blinding flash of white light and piercing sound. The Flash Canister has a 3-Square Burst radius, and like other Grenades it is designed to explode on contact after it is thrown, effectively causing the bright flash of light in the same round it is hurled. When you make an Area Attack with a Flash Canister, you make a single attack roll and compare the result to the Reflex Defense of every target in the Grenade's Burst radius. Creatures hit take no damage, but all targets have Total Concealment against the creature until the start of the attacker's next turn. Blind creatures are immune to this effect. Weapon Type: Grenades Size: Tiny Cost: 100 Damage: - Weight: 0.5 Kilograms Type: Energy Availability: Restricted Special: This is an Area Attack Weapon. Pocket 9: Smoke GrenadeA Smoke Grenade produces a cloud obscuring fog that blocks sight. Smoke Grenades come in a variety of colors, making them useful as a signaling method to mark aerial attacks or call for evacuation. Smoke Grenades fill a 2-Square Burst radius with thick smoke that provides Concealment and creates a Smoke Hazard within the area. This cloud lasts for 10 rounds. Weapon Type: Grenades Size: Tiny Cost: 100 Weight: 0.5 Kilograms Availability: Restricted Special: This is an Area Attack Weapon. Hooked on Belt: 1 liter condensing canteen w/built-in water purification Lectro Yookoo'Lele (in carrying case on shoulder strap) Field Kit (in private cabin on ship) condensing canteen w/built-in water purification sunshield roll ration packs x28 glowrod x2 breath mask x2, filter x24, atmospheric canister x12 synthrope survival knife half a roll of mesh tape Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Essex Posted March 21 Clone Share Posted March 21 Zen Solen Soldier HP 48/48, Condition Normal Damage Threshold 13 Defences: Fort 13, Ref 16, Will 12 Force Points x, Destiny Points x Zen had kept himself busy practicing his movements that he had learned from Tetra. By repeatedly trying those movements with others he had learned from his training he had started to get an idea of how best to mix this techniques, also when and where they would best be applied in combat. He still wouldn't be happy unless he had a chance to use these knew techniques in a real situation. When they finally disembarked from their flight he gave a stern look at the sights around them crossing his arms the moment the beggar claiming to be a Viceroy approached them pleading his sob story. Part of him wanted to take pity but another knew a common tactic of con artists was this very type of ploy he had distanced himself further from the group to make sure he had a better field of view of the scene. Too make sure this was not some trap or an attempt at some kind of robbery. He had reached for his blaster as the beggar moved quickly and fell. He glanced around quickly to check to make sure no other suspects where moving in. OOC. Zen is on the look out for a possible tail or ambush. He would also be wary of the beggar and I am looking to make a perception roll to make sure the beggar didn't try a sleight of hand pick pocket Name xDiceName xDiceResult xDiceString xDiceRolls perception 18 1d20+2 16 Link to comment Share on other sites More sharing options...
Phntm888 Posted March 21 Clone Share Posted March 21 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 felt they were wasting time with the Nemoidian - after all, if he actually was a Trade Federation Viceroy, he should be locked up for bringing war to the galaxy. But then, if the war hadn't come, would he be here today? Would the clones have been made, trained, and set to fighting? Also, where were these philosophical thoughts coming from? He'd never had these kinds of thoughts before. Had the inhibitor chip done more than force him to follow orders? Clearly he was going to need to figure out more about that chip. Maybe there was even a way to deactivate it without brain surgery. That was for later, though. Right now, he needed to keep an eye on the Nemoidian for any attempts at trickery, especially with Zen keeping an eye on their surroundings. OOC Perception check on the Nemoidian. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 26 1d20+8 18 Link to comment Share on other sites More sharing options...
Malkavian Grin Posted March 22 Author Clone Share Posted March 22 Despite the wary eyes of the team, the Neimoidian didn't appear to be stealing anything. He was just pathetic, wiping excess droll from his mouth as he pushed himself to a sitting position. The man's eyes went wide as he snatched the food from Nina's hand. He paused a moment, realizing what he'd just done but unable to apologize. Instead he looked down and ravenously take bites out of the jerky. He had to stop himself from choking, unused to how much rations needed chewed. Zen looked all around the scene, soaking in the details. No gang appeared from the shadows, no snipers from a blown-out high rise, no incoming squad of stormtroopers down the ruined streets. "Han hoo," the man said through a mouth stuffed full of jerky. A genuine tear seemed to form from one eye as he looked back up to Nina. "Ah haben eaden in dayd!" he shouted, again trying to swallow some of his meal down. He seemed to finally process the rest of what the Twi'lek had said. "Ohh! Oh! Ya!" he added, then stopped as he choked, coughed, and finally swallowed. "I know lots of things about the Empire! This planet is important to them--why do you think the war ended here?! It might all be called the Empire now but the war never stopped. The soldiers just got new uniforms and they aimed elsewhere." He paused, wringing his hands together, glancing over his shoulders at nooks and crannies. He then pushed himself up to his feet, clinging to the remains of his rag clothing, finding a way to tie it with a bad knot. "They are here to make sure they stay in control," he said in a hushed tone. Again he looked around like Zen was--as if snipers or stormtroopers would pop up any second. "They are killing the balance. Science against nature. Horrible experiments on people to turn them into super soldiers," he added. The man whispered harshly, "MIND CONTROL!" OOC While this guy seems harmless, interacting with him for this long makes it obvious that he's a bit... off. Shade can tell that this is more than PTSD with that 26; this guy is likely mentally ill in some way. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
zeone3000 Posted March 22 Clone Share Posted March 22 Tetra Terrabreaker While his peers assumed him crazy, and the madman was undoubtedly acting the part, Tetra and his companions knew better. They saw precisely what the "Viceroy" was speaking of on Felucia. So Tetra felt there had to be a grain of truth, however small it may be, to the Nemoidian 's words. He turned towards others, gesturing at the hungry man, "Obviously, he needs help, and I don't think any of us, even Remy, are trained in psychology and..." He leaned closer, whispering, "Even if he's crazy, he's right. We've seen it. What if he does turn out to be the Viceroy, or at least have a connection to him? Nothing ventured, nothing gained. We could just send him back with Sirona." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted March 22 Clone Share Posted March 22 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 had been playing the dumb medical/protocol droid whilst they established themselves and their credibility, it would not be wise to play his hands, too closely. In his previous incarnations he had received direct communications from Separatist commands ships, was this the same Viceroy that ordered o many of Remy's missions? "Please state the nature of the Psychotic emergency, I am programmed for many psychological and medical procedures" it was a stock standard response, Remy had even had an external colour change one more suited to blend into the streets, gone was his forest camo, and in return, he had a dirty and worn medical white. His new subroutines had brought this visual deception back when he queried them about possible attack vectors and how to counteract them. Going so far as to perhaps seek the chameleon coating sometime in the future. There was a sense of irony building in his subcortex, the fact that he had reprogrammed Social Science subroutines into deception subroutines, only last night. Remy moved forward, less like his old self, and more like a standard medical droid "Citizen, I would be remiss in my duties not to give you a minimal medical scan, I can already ascertain that you are severely malnourished, and dehydrated" Remy moves closer again, several medical tools unfurling from his chest and arms "Please state your full name for the records and that you agree to this examination, I will be happy to provide sustenance at the earliest convenience" Remy was ready to record the name and check it against any previous memories of the Viceroy, he may have had, he wasn't an old Separatist tactical droid for nothing. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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