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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

Slowly, Ghost tries to lean quietly onto the hold itself to get a better look. She's thankful for her wraps to keep the burning hot metal away from her skin. She peeks in through the hole, only moving as far as needed to gain an accurate count of the anooba.

Name
Stealth
10
1d20+9 1
Stealth Reroll (Sneaky Racial Trait)
22
1d20+9 13
Perception
11
1d20+8 3
Perception Reroll (Acute Senses Talent)
17
1d20+8 9
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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 attempts to discern who has the concussion/frag grenade.

None

 

 

Edited by Starhawk (see edit history)
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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


Staying concealed, Aosa keeps an eye on Ghost and Sophic while covering the entrance. She waits to see if anything happens.

 


Actions

Stealth take 10 for 20.

perception

 

 

 

Name
perception
16
1d20+7 9
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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 looks over to where Aosa is.. 'Grenade', she sends telepathically, while extending a hand in her direction.

None

 

 

Edited by Starhawk (see edit history)
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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


Aosa sighs, this was like being in the military. She wasn't going to be able to toss a grenade to Sophic at this range. Leaving her position, she sneaks back to follow the path that Ghost and Sophic took. Getting to the ravine walls, she stops and waits to see if Sophic is coming over to meet her.

 

 


Actions

Stealth take 10 for 20.

perception(1d20+7 9 16)

 

 

 

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Peering down into the dark of the hold, Ghost was able to pick out the edges of the rows of cages and the larger tear on the lower side. She could easily pick out the bodies of at least three or four anooba lounging about the space inside, relatively near the door. From the sounds and faint light towards the back of the hold, she was certain that there were at least that many more piled together in the dim darkness. The smells of offal and relatively fresh blood told her that the pack was sleeping off a kill, and weren't likely to start moving on their own until much later in the day unless given reason too. She could barely make out the streaks of blood and fur scattered across the floor, some forty or so meters below.

Above Aosa, the Jawas look down at her and call down, "{JTL}You need a rope? We can drop one down.{/JTL}"

Edited by Anthr4xus (see edit history)
Name
Ghost Survival Roll
19
1d20+8 11
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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 looks over to where Aosa is.. 'Telekinesis', she sends telepathically, while extending a hand in her direction. She sends again.. "Show.", then again "Grenade." It's slow, her power limited to one word at a time, but it's reliable. Should Aosa show the grenade, Sophic will use her move object power to bring it to her.

Move Object DC10 check Telepathy DC15 but can't roll less than 23

 

 

Edited by Starhawk (see edit history)
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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


Aosa wasn't so keen on being on ground level if Sophic was going to start grenade fishing. "Lower the rope" She replies to the jawas in JTL. While the Jawas prepare the rope, she holds up the stun grenade for Sophic to see.

 


Actions

Stealth take 10 for 20.

perception(1d20+7 9 16)

 

 

 

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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

Ghost's displeasure is hidden behind her mask. She Signs to Sophic, "At least eight, maybe more. They've had a kill and are sleeping. We will never receive a better opportunity to take them by surprise."

Her fingers still for a moment as an idea occurs to her. "Your magic... Do you think you could change your voice to sound like a dragon? That might frighten them off instead of risking a fight."

OOC

Not sure if Sophic could use a mixture of Deception and Use the Force to mimic a krayt dragon's roar, but if Old Man Kenobi can do it to scare off Tuskens, seems like a thing to try.

 

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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 signs in Tusken.. "Sorry, I can't do that.", all the while floating a grenade over the gulf of space between her and Aosa.

Move Object DC10 check Telepathy DC15 but can't roll less than 23

 

 

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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

While Sophic's expertise did not extend to anything larger than a blaster pistol, she was, from room to room combat on Raxis Prime, well acquainted with grenades. As it settles in her hand, she reflects on what it could do, what she'd seen it do to people... a stun grenade in CQC was tantamount to a death sentence; the finality following a second or two later. She looks through the gap, uses her 'sense surroundings' to locate everything within line of sight. Picking the grouping she guesses has the largest concentration, she sets the timer for what she deems the appropriate delay then uses Move Object to float the grenade into the middle of them.

Move Object Attack roll can't roll less than 21 (since feat says 8 minimum)

 

 

Edited by Starhawk (see edit history)
Name
Perception ignoring cover and concealment
16
1d20+8 8
Move Object Attack roll
16
1d20+13 3
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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


"Thanks" Aosa tells the Jawas when she gets to the top. "Finding a hiding place. There are going to be some frightened and angry beasts after that grenade goes off." Then she will get out her rifle and prepare for the chaos.

 


Actions

 

 

 

 

 

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Sophic floats the grenade as quickly as possible towards the larger group of anooba piled up in the back. There was no timer on the primative grenade, and the pin mechanism was so small, she didn't want to risk not being able to force pull the pin once the grenade was in place. She knew the rough timing of the fuse within the grenade and where the target was. She had practiced moving things with her gifts for thousands of hours, and could easily moving something quickly or precisely or without having a direct line of sight, but trying to do all three at once was a challenge that she was only now realizing was neglected in her training regime. Ghost saw Sophic's face twist with the focus and concentration she was applying to the effort.

Aosa and the Jawas had only started to move down the ridgeline when the hold boomed with thud of the stun grenade exploding. The hold shuddered and vibrated like a bell, practically drowning out the sudden swell of yelps and howls from within. Two anooba stagger from the lower tear, and as the echoes fade away Ghost and Sophic can easily hear the scrabbling of claws on plasteel within.

OOC

The grenade has gone off in the hold, ringing it like a bell. All of the anooba are injured, but unfortunately the grenade did not do enough damage to stun or incapacitate any of them. You all have the initiative. @Rakle Aosa doesn't have direct line of sight from where I put her on the ridge (shortest distance to the hold), but if you would prefer to be up to 2 spaces in any direction along the ridge line, I'm fine with that, just let me know where she is starting from. I've also added grid ids to map and realized the hold was a little too far up the slope.

The top of the hold is forty meters up (thus the marker on Sophic and Ghost's tokens). Where Aosa is on the ridgeline is right at the same height. The ridgeline on both sides rises slightly towards the south and descends slightly to the north. For the anooba to be able to get close enough to do anything to you, they have a long run up the sand ramp to get over to the Jawa and Aosa. Without some pretty incredible and risky jumps they don't have a real way to get to Sophic and Ghost.

Sophic and Ghost, please make a DC 12 Dex save to avoid begin knocked prone from the shaking of the hold.

 

sand_fight2.png

Edited by Anthr4xus (see edit history)
Name
Stun Damage
9
4d6 1,3,2,3
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