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Ghost the Tusken Survivor

Ghost

Female Tusken Raider Scout 3

HP 20/36, Condition Normal
Damage Threshold 15
Defenses: Fort 15, Ref 18, Will 15
Force Points 5/6

The dragon's distance is a source of relief rather than frustration for Ghost. She's happy for it to roar as much as it wants, provided that it stays far away. When it becomes clear that they are not in immediate danger, Ghost settles in a more relaxed overwatch position. "Boring" days could be surprisingly appealing in the desert.

When Akkit summons them, Ghost heads down and helps the Clan Leader pick out the safest route to the site. Having been cooped up in the sandcrawler, she also readily volunteers to accompany the salvage party.

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spacer.pngSophic Tech 

HP 18/23 Thresh 14 Fort 14 Ref 16 Will 16 Force Points 3

Female Human Noble 1 Scoundrel 1  Character Sheet

HP 23/23 Condition Normal Damage Threshold 14 Fort 14 Ref 16 Will 16

Str 12 Dex 14 Con 13 Int 16 Wis 15 Cha 15

  • Stealth +13 Use The Force +13
  • Knowledge (Technology) +9 Mechanics +9 Use Computer +9
  • Initiative +8 Perception +8 Persuasion +8 Pilot +8
  • Deception +7
  • Scoundrel Talent Can issue a routine command as a swift action
  • Noble Talent Cannot roll less than 8 on Use the Force

Languages: Basic  Binary Bocce Huttese Jawa Trade Tongue Mando'a Sullustan Tusken

Use the Force Abilities

  • Force Trance DC10
  • Move Light Object DC10 (DC15 Offensive)
  • Search your Feelings DC15
  • Sense Force DC15 (Own defence against such detection is a roll but at least DC20)
  • Sense Surroundings DC15 (Swift)
  • Telepathy DC15 (DC20 Unwilling Recipient)
  • Breath Control DC15
  • Place Other in Force Trance DC15

[B]Ratchet[/B] +1 (1d6+1)
[B]Heavy Blaster Pistol [/B]+3 (Point Blank Shot) (3d8+1)

[B]Special Actions:[/B] None

Sophic, anxious to be useful out of gratitude for being out of the sun, replies to Akkit.. "I'll go. I may be able to do the math on descent trajectory, figure out the vectors for anything else that feel off the starship."

Sophic's Process

 

 

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Aosa Taven
Soldier 2/ Scoundrel 1 - Female
HP 33/41, Condition 0
Damage Threshold 14
Defenses: Fort 14, Ref 19, Will 15
Force Points 6/6
Skills: +15 stealth (w/poncho); +10: Init, Stealth, Gather Info; +8 know tactics, mechanics; +7 perception

Combat: Slugthrower: +6 2d12+1 (+1 hit/dmg 30sqrs) [32rnds] ; +2 morale bonus to next attack if enemy misses


Grabbing her rifle, Aosa joins the scouting the party. Depending upon how the jawas scout, she will either wear her camo pouncho or the all weather gear. Whatever one she doesn't wear she will bring along.

Once armed and geared up, she will wait for the scouting party to head out.

 


Actions

+6 hp for 2 more nights of rest.

Were we able to get any grenades issued to us?

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  • 2 weeks later...

Bet, the sandcrawler's weaponsmith, was initially reluctant to release grenades to Aosa, but after a little back and forth issues her two grenades, one frag and one stun. Handing them over, the little Jawa warned the Umbaran to not be frivolous with them and that the cost of them would be added to the tally if they were used. Everyone is issued a spare power pack or clip for each weapon as well.

The sandcrawler was slowed from the blistering jogging speed it had maintained for the last day and half to just over walking speed. Based on the women's reporting, the plan was for the scouting party to go in, make an assessment of what was worth salvaging and then return to the crawler. If more resources are needed to fully salvage it, a plan for that can be arranged including a full stop, otherwise the lost momentum will be avoided and the 'crawler will continue on to the other section. Aosa, Ghost, Sophic and three Jawa (Aki, Tun, and Oma) make up the scouting party.

Stepping out of the sandcrawler was akin to stepping into an overly bright oven. The heat washed over everyone like a wave of drying air. Urusai circled in the air overhead. The hold was not visible from this end of the canyon, as expected. A barely perceptible breeze moved the hot air in the canyon, but not enough to provide any real relief from the temperatures.

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Grenade, Frag

The standard fragmentation grenade unleashes metal shrapnel with explosive force, slicing up anyone within the 2-square burst radius. It is designed to explode on contact after it is thrown dealing damage in the same turn it is hurled.

Damage: 2d6

Weight: .5 kg

Area attack weapon

Grenade, Stun

When the object of a mission is to detain or subdue rather than kill, mercenary units, military personnel, and local law enforcement agencies use stun grenades. The standard stun grenade unleashes concussive energy that knocks out creatures within its 2-square burst radius. It is designed to explode on contact after it is thrown, dealing damage in the same round it is hurled.

When you make an area attack with a stun grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade's burst radius. Creatures you hit take gull stun damage, and creatures you miss take half stun damage. In addition, the stun damage has a chance of pushing targeted creatures down the condition track (see Stunning, pg. 162). A target with the Evasion talent takes half stun damage from a successful attack and no stun damage in the attack misses its Reflex Defense. Droids, vehicles and objects are immune to stun damage

Damage: 4d6 (stun)

Weight: .5 kg

Area attack weapon

 

Area Attacks

When you make an area attack, you make a single attack roll and compare the result to the Reflex Defense of every target in the area. Creatures you hit take full damage, and creatures you miss take half damage.

Burst Radius: Grenades and explosives usually have a burst radius. When you make an area attack with such a weapon, you must decide where to center the burst before you make the attack roll. The center of a burst is always on the corner of a square (at the 'crosshairs')

Evasion: A character with the Evasion talent takes half damage from a successful area attack and no damage from an area effect that misses his Reflex Defense

 

Jawa

Small Jawa Nonheroic 4

Initiative: +3; Senses: Darkvision, Perception +1

Languages: Jawaese, Jawa Trade Language

Defenses

Reflex Defense: 12 (Flat-Footed: 11), Fortitude Defense: 10, Will Defense: 9; Dodge

Hit Points: 10, Damage Threshold: 10

Offense

Speed: 4 Squares

Melee: Unarmed +3 (1d3)

Ranged: Ion Pistol +4 (3d6+2 (Ion)), Blaster Pistol +4 (3d6+2, 2d6+2 Stun)

Base Attack Bonus: +3, Grapple: +3

Attack Options: Point-Blank Shot, Scavenger

Species Traits (Jawa): Darkvision, Desert Dweller, Scavenger, Tinkerer

Base Stats

Abilities: Strength 10, Dexterity 13, Constitution 10, Intelligence 9, Wisdom 8, Charisma 11

Feats: Dodge, Point-Blank Shot, Skill Training (Deception), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

Skills: Deception +7, Mechanics +6 (may reroll, must take second result)

Possessions: Ion Pistol, Blaster Pistol, Jawa Robes

 

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Aosa Taven
Soldier 2/ Scoundrel 1 - Female
HP 41/41, Condition 0
Damage Threshold 14
Defenses: Fort 14, Ref 19, Will 15
Force Points 6/6
Skills: +15 stealth (w/poncho); +10: Init, Stealth, Gather Info; +8 know tactics, mechanics; +7 perception

Combat: Slugthrower: +6 2d12+1 (+1 hit/dmg 30sqrs) [52rnds] ; +2 morale bonus to next attack if enemy misses;1stun grenade; 1 frag


Stepping out into the heat, Aosa flips up the hood of her all temperature cloak. Keeping her rifle at the ready . She is ready to head out whenever.

 


Actions

perception

 

 

Edited by Rakle (see edit history)
Name
perception
24
1d20+7 17
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spacer.pngSophic Tech 

HP 23/23 Thresh 14 Fort 14 Ref 16 Will 16 Force Points 3

Female Human Noble 1 Scoundrel 1  Character Sheet

HP 23/23 Condition Normal Damage Threshold 14 Fort 14 Ref 16 Will 16

Str 12 Dex 14 Con 13 Int 16 Wis 15 Cha 15

  • Stealth +13 Use The Force +13
  • Knowledge (Technology) +9 Mechanics +9 Use Computer +9
  • Initiative +8 Perception +8 Persuasion +8 Pilot +8
  • Deception +7
  • Scoundrel Talent Can issue a routine command as a swift action
  • Noble Talent Cannot roll less than 8 on Use the Force

Languages: Basic  Binary Bocce Huttese Jawa Trade Tongue Mando'a Sullustan Tusken

Use the Force Abilities

  • Force Trance DC10
  • Move Light Object DC10 (DC15 Offensive)
  • Search your Feelings DC15
  • Sense Force DC15 (Own defence against such detection is a roll but at least DC20)
  • Sense Surroundings DC15 (Swift)
  • Telepathy DC15 (DC20 Unwilling Recipient)
  • Breath Control DC15
  • Place Other in Force Trance DC15

[B]Ratchet[/B] +1 (1d6+1)
[B]Heavy Blaster Pistol [/B]+3 (Point Blank Shot) (3d8+1)

[B]Special Actions:[/B] None

Sophic, her camo cloak on, it being the only one she has, ventures out with her heavy blaster pistol. She seeks cover immediately and begins moving stealthily, looking for anything hidden.

 

Sophic

 

 

Edited by Starhawk (see edit history)
Name
Sense Surroundings DC20 ignore all concealment cover bonuses
20
1d20+13 7
Stealth
19
1d20+13 6
Perception
19
1d20+8 11
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The sifting sand at the mouth of the canyon had hidden all but the barest traces of some faint prints. As the small band made their way up the canyon, those prints became clearer, revealing that many Anooba had been wandering the area. Sophic immediately takes extra steps to blend into the walls of the canyon. From the furthest distance they could see the hold, they could also hear the noises of several Anooba within the metal shell. The Jawa with them focused on the salvage potential of the structure, leaving the three women to worry about how to dear with the beasts inside. Nearly half a dozen Urusai circled overhead.

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Ghost the Tusken Survivor

Ghost

Female Tusken Raider Scout 3

HP 36/36, Condition Normal
Damage Threshold 15
Defenses: Fort 15, Ref 18, Will 15
Force Points 5/6

Somehow, the heat is more welcome than the smell of Jawa in the sandcrawler. Unfortunately, it seems that the scavengers have again infiltrated the wreckage. The Jawas seem completely oblivious to the sounds of the anooba.

"I shall go have a look," Ghost offers almost as a suggestion. "Best to know how many before starting trouble."

Name
Perception
26
1d20+8 18
Stealth
26
1d20+9 17
Survival
20
1d20+8 12
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sci-fi-white-hair.png

Aosa Taven
Soldier 2/ Scoundrel 1 - Female
HP 41/41, Condition 0
Damage Threshold 14
Defenses: Fort 14, Ref 19, Will 15
Force Points 6/6
Skills: +15 stealth (w/poncho); +10: Init, Stealth, Gather Info; +8 know tactics, mechanics; +7 perception

Combat: Slugthrower: +6 2d12+1 (+1 hit/dmg 30sqrs) [52rnds] ; +2 morale bonus to next attack if enemy misses;1stun grenade; 1 frag


Aosa quietly snorts to hold back a giggle. All of that walking and fighting to end up back at the ship. Having to scare away anooba wasn't going to be a fun task.

"Do they nest in caves?" She asks Ghost. Before receiving a reply, Aosa adds "I will a find position to cover the entrance.". Then she will sneak off to find a concealed spot for giving cover fire if it become necessary.

 


Actions

stealth

perception

 

 

 

Name
stealth
20
1d20+10 10
perception
26
1d20+7 19
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spacer.pngSophic Tech 

HP 23/23 Thresh 14 Fort 14 Ref 16 Will 16 Force Points 3

Female Human Noble 1 Scoundrel 1  Character Sheet

HP 23/23 Condition Normal Damage Threshold 14 Fort 14 Ref 16 Will 16

Str 12 Dex 14 Con 13 Int 16 Wis 15 Cha 15

  • Stealth +13 Use The Force +13
  • Knowledge (Technology) +9 Mechanics +9 Use Computer +9
  • Initiative +8 Perception +8 Persuasion +8 Pilot +8
  • Deception +7
  • Scoundrel Talent Can issue a routine command as a swift action
  • Noble Talent Cannot roll less than 8 on Use the Force

Languages: Basic  Binary Bocce Huttese Jawa Trade Tongue Mando'a Sullustan Tusken

Use the Force Abilities

  • Force Trance DC10
  • Move Light Object DC10 (DC15 Offensive)
  • Search your Feelings DC15
  • Sense Force DC15 (Own defence against such detection is a roll but at least DC20)
  • Sense Surroundings DC15 (Swift)
  • Telepathy DC15 (DC20 Unwilling Recipient)
  • Breath Control DC15
  • Place Other in Force Trance DC15

[B]Ratchet[/B] +1 (1d6+1)
[B]Heavy Blaster Pistol [/B]+3 (Point Blank Shot) (3d8+1)

[B]Special Actions:[/B] None

Sophic nods at this from Ghost, whereupon she too finds a concealed place from which to cover Ghost and Aosa.

 

Sophic

 

 

Name
Stealth
16
1d20+13 3
Perception
15
1d20+8 7
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  • 2 weeks later...

 

spacer.pngSophic Tech 

HP 23/23 Thresh 14 Fort 14 Ref 16 Will 16 Force Points 3

Female Human Noble 1 Scoundrel 1  Character Sheet

HP 23/23 Condition Normal Damage Threshold 14 Fort 14 Ref 16 Will 16

Str 12 Dex 14 Con 13 Int 16 Wis 15 Cha 15

  • Stealth +13 Use The Force +13
  • Knowledge (Technology) +9 Mechanics +9 Use Computer +9
  • Initiative +8 Perception +8 Persuasion +8 Pilot +8
  • Deception +7
  • Scoundrel Talent Can issue a routine command as a swift action
  • Noble Talent Cannot roll less than 8 on Use the Force

Languages: Basic  Binary Bocce Huttese Jawa Trade Tongue Mando'a Sullustan Tusken

Use the Force Abilities

  • Force Trance DC10
  • Move Light Object DC10 (DC15 Offensive)
  • Search your Feelings DC15
  • Sense Force DC15 (Own defence against such detection is a roll but at least DC20)
  • Sense Surroundings DC15 (Swift)
  • Telepathy DC15 (DC20 Unwilling Recipient)
  • Breath Control DC15
  • Place Other in Force Trance DC15

[B]Ratchet[/B] +1 (1d6+1)
[B]Heavy Blaster Pistol [/B]+3 (Point Blank Shot) (3d8+1)

[B]Special Actions:[/B] None

Sophic ties knots in the rope to make it easier to climb, then uses her ability to move objects with her mind to move the rope up the side of the ravine to a position difficult to climb up to. This involves her moving a rock in a bag, up the side of the ravine wall and around a vertical spur then back down, where it the leading end of the rope can be tied in a way where she can loosen the knot from the higher position. She then beckons and uses Tusken sign, to direct the others up the rope to the higher ledge, which is above the top of the hold compartment. When everyone including herself are up the rope, she loosens the knot and hauls up the rope. She then repeats the trick over the ravine and over the hold compartment, creating a kind of elevated bridge. She fashions something akin to a death slide harness so folk can move along the rope horizontally and step down onto the top of the cargo hold. Still using the bag, she's able to move the empty harness back to their position on the ledge, so everyone can move onto the roof of the hold. "It's probably best if I stay on the ledge, so I can see into the hold entrance to move the smoke grenade inside. If need be, I will come over on the harness, if I'm wrong about the things not being able to get up to the ledge.", she says quietly.

 

Sophic

 

 

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Ghost the Tusken Survivor

Ghost

Female Tusken Raider Scout 3

HP 36/36, Condition Normal
Damage Threshold 15
Defenses: Fort 15, Ref 18, Will 15
Force Points 5/6

"If anything on Tatooine can nest in caves, they do so," Ghost answers. "That is why you must always be careful when entering one."

After Sophic affixes a rock to Ghost' rope and helps her up to a higher vantage, Ghost nods with approval at the outsider's efficient use of the rope. "I understand." Placing herself in the death slide harness, Ghost begins working her way across the expanse and to the roof of the hold.

Edited by Prehysterical (see edit history)
Name
Stealth
28
1d20+9 19
Climb
9
1d20+7 2
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spacer.pngSophic Tech 

HP 23/23 Thresh 14 Fort 14 Ref 16 Will 16 Force Points 3

Female Human Noble 1 Scoundrel 1  Character Sheet

HP 23/23 Condition Normal Damage Threshold 14 Fort 14 Ref 16 Will 16

Str 12 Dex 14 Con 13 Int 16 Wis 15 Cha 15

  • Stealth +13 Use The Force +13
  • Knowledge (Technology) +9 Mechanics +9 Use Computer +9
  • Initiative +8 Perception +8 Persuasion +8 Pilot +8
  • Deception +7
  • Scoundrel Talent Can issue a routine command as a swift action
  • Noble Talent Cannot roll less than 8 on Use the Force

Languages: Basic  Binary Bocce Huttese Jawa Trade Tongue Mando'a Sullustan Tusken

Use the Force Abilities

  • Force Trance DC10
  • Move Light Object DC10 (DC15 Offensive)
  • Search your Feelings DC15
  • Sense Force DC15 (Own defence against such detection is a roll but at least DC20)
  • Sense Surroundings DC15 (Swift)
  • Telepathy DC15 (DC20 Unwilling Recipient)
  • Breath Control DC15
  • Place Other in Force Trance DC15

[B]Ratchet[/B] +1 (1d6+1)
[B]Heavy Blaster Pistol [/B]+3 (Point Blank Shot) (3d8+1)

[B]Special Actions:[/B] None

Sophic pulls the rope harness back to the ravine side, after Ghost lands on the hold roof. She then makes her own way over to the hold roof. She then looks around to see if the Jawas are now out of harm's way. She uses her telepathy, singling out Aosa.. "Ready?"

 

Sophic takes 10 on climb for 12

 

 

Edited by Starhawk (see edit history)
Name
Stealth
26
1d20+13 13
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sci-fi-white-hair.png

Aosa Taven
Soldier 2/ Scoundrel 1 - Female
HP 41/41, Condition 0
Damage Threshold 14
Defenses: Fort 14, Ref 19, Will 15
Force Points 6/6
Skills: +15 stealth (w/poncho); +10: Init, Stealth, Gather Info; +8 know tactics, mechanics; +7 perception

Combat: Slugthrower: +6 2d12+1 (+1 hit/dmg 30sqrs) [52rnds] ; +2 morale bonus to next attack if enemy misses;1stun grenade; 1 frag


Aosa finds a spot that gives her a clear shot of the opening but isn't too close. Concealing herself, she watches the opening. Then she mental replies "ready" back to Sophic

 


Actions

Position herself 30 squares (45meters) from the opening. Stealth take 10 for 20.

 

 

 

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As everyone started moving into position, the hold was ominously quiet in the simmering heat of the Eyes of Tattoine looking down on the scene. Once Ghost transferred to the hold, however, she could hear faint movements from within. A snort, a snarl. The scrape of claw against durasteel. A wafting stench of beast through the relatively small tear in the top of the hold brushed her nose. Sophic landed on the hold as well, while the Jawas held post on the left ridge line. Aosa was well hidden against the far canyon wall, waiting for a target to present themselves. A few of the Urusai overhead dipped lower, tightening their lazy circling directly over the hold. A soft, hot breeze drifted up the length of the canyon towards the sand ramp.

 

OOC

Working on a map for this to make it easier to judge sight lines for people.

 

hold_fight1.png

Edited by Anthr4xus (see edit history)
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