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Post by Flax on Sept 21, 2006 12:28:54 GMT -5
The man brought three drinks with him at the table and sat down, in the company of a rather unsettling Kobok male and an exquisite Zeltron woman who had asked him to join them with a tantalising wink. As he handed out the drink, he smiled and asked:
“So how did you two…? I mean…”
The woman laughed, a playful laugh “No, no, its not like that, Koar is like an older brother to me.” As she smiled at him devilishly, Koar sighted in what seemed to be exasperation.
“Oh?” asked the now curious man.
“Uhun” she nodded “Come on Koar, tell him how we met!”
“Is it really necessary Maeve?” The exasperation was now even more pronounced in his buzzing voice, but his companion would hear none of it.
“It sure is” and with an impish grin she added “Or else I’ll have to tell it!”
“Ok, ok” The man grinned as Koar took a sip of his drink. “So three years ago, Maeve had just arrived on this rock and worked as a dancer to pay off her debt to the smuggler who had brought her here.”
“A real stand up guy that one, never tried to take advantage of me” She chimed in.
“So, after one of her performance, she left by the establishment’s backdoor, but some customers wanted more, and so she found herself surrounded by a Twi’lek and two Humans. Luckily for her, I was on duty that night and passing by, so I entered the alley to get her out of trouble and I expected her to cry out when she saw me. Go figure, she somehow knew I was there to help her and she started dancing and stripping for her three aggressors who were hooting in delight. They were so enthralled by her, they didn’t hear my two first shots, and I got the third with his pants down, literally.” As Koar recited the tale, the man’s attention was fixed on Maeve, he was almost drooling as she flirted with him.
Maeve pouted “Could have gotten them if I had Gamble with me.”
“You didn’t have any weapons that night” Koar answered dryly.
“But I have one now.” She responded playfully as the whizzing sound of blasters powering up came from under the table. The man went pale, he tried to say something but his voice was covered by the stunning blasts the duo fired on him.
Maeve chuckled and grinned and “Sorry, but we couldn’t keep you to ourselves all day, someone else wants to talk with you.” He eyes rolled in his sockets as he slumped unconscious in his chair.
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Post by Flax on Sept 21, 2006 12:39:17 GMT -5
Kobok this insectoid alien race was characterized by their deadly stingers and their three eyes. Two of their eyes faced forward, while the third was located on the back of their heads. The Kobok were native to the planet Koboth, and the coloration of their carapace was dependent upon their homeland. Most Kobok were yellowish in color, although those from the Kuurok Peninsula were known to have dark green to black shells. The average Kobok was a bipedal being who stood nearly two meters in height, and their thin limbs were tipped with venomous claws. ZeltronZeltrons were a near-Human species, made physically distinctive by their skin and hair, which came in different shades of red ranging from almost white to pink to deep red. Most of them were considered highly attractive by Human, near-Human, and even humanoid standards. They possessed three biological traits of note. The first was that all could produce pheromones, similar to the Falleen species, which further enhanced their attractiveness. The second was the ability to project emotions onto others, creating a type of control. The third trait was their empathic ability, allowing them to read and even feel the emotions of others; some Zeltrons were hired by the Exchange for this ability. Because of their empathic ability, "positive" emotions such as happiness and pleasure became very important to them, while negative ones such as anger, fear, or depression were shunned. Zeltrons were often stereotyped as lazy thrill-seekers, owing to their hedonistic pursuits. Indeed, their homeworld of Zeltros thrived as a luxury world and "party planet," as much for their own good as for others. If anyone wasn't having a good time on Zeltros, the Zeltrons would certainly know of it, and would do their best to correct it. It was said that Zeltrons tended to look familiar to other people, even if they had never met them. Most Zeltrons were in excellent physical shape, and their incredible metabolisms allowed them to eat even the richest of foods.
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Post by Flax on Aug 7, 2007 8:07:56 GMT -5
Maeve CL 2 Medium Female Zeltron Scoundrel 2 Force: 6; Dark Side: 0 Init: +9; Senses: -1 Languages: Basic, Kobok, Huttese ----------------------------------------------------------------------------------- Defenses: Reflex 17 (Flat Footed 14), Fortitude 12, Will 11 Hp: 21; Threshold: 12 ----------------------------------------------------------------------------------- Speed: 6 squares Melee: +0 (1d4) Ranged: +4 (3d8+1) Base Atk: +1; Grp: +0 ----------------------------------------------------------------------------------- Abilities: Str 8, Dex 16, Con 10, Int 14, Wis 7, Cha 18 Talents: Knack. Feats : Point Blank Shot, Skill Focus (Deception), Tech Specialist, Weapon Proficiency (Simple), Weapon Proficiency (Pistols) Skills : Acrobatics +4, Climb +0, Deception +15, Endurance +1, Gather Information +5, Initiative +9, Jump +0, Knowledge +3 (Common only = DC 10), Mechanics +8, Perception -1, Persuasion +10, Pilot +4, Ride +4, Stealth +9, Survival -1, Swim +0, Treat Injury -1, Use Computer +8 Possessions : “Gamble” (Merr Sonn Power 5 Heavy Blaster Pistol), 3 Power Packs, 2 Energy Cells, Long Range Comlink, Mesh Tape, Hip Holster (“Gamble”), Credit Chip, Security Kit, Tool Kit, Forged Identity – Difficult (DC 14), Forged Permit for Heavy Blaster - Difficult (DC 10), Forged Permit for Security Kit – Difficult (DC 26), 715 Credits. ----------------------------------------------------------------------------------- Intuitive Initiative: A Zeltron may chose to reroll any initiative check, but the result of the reroll must be accepted even if it is worse. Empath: A Zeltron may choose to reroll any Perception checks to sense deceptions if the target is within 6 squares, but the result of the reroll must be accepted even if it is worse. Pheromones: A Zeltron may take 10 on any Persuasion or Deception check, even when distracted or threatened.
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Post by Flax on Sept 27, 2007 20:18:11 GMT -5
From the first Saga Web Enhancement:
New Feat: Tech Specialist
The new Tech Specialist feat allows a hero to make custom modifications to weapons, armor, droids, devices, and vehicles so that they function beyond their normal specifications.
Prerequisite: Trained in the Mechanics skill.
Benefit: You can modify a device, suit of armor, weapon, droid, or vehicle so that it gains a special trait. Specific traits are given on the Tech Specialist Modifications table below. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid, or vehicle, and you can't apply the same benefit more than once.
Before beginning the modification, you must pay one-tenth the cost of the device, suit of armor, weapon, droid, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires 1 day per 1,000 credits of the modification's cost. At the end of this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn't gain the desired trait. However, you may start over from scratch if you wish.
Other characters trained in the Mechanics skill can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Mechanics check to aid your check.
The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including credits wasted on failed modification attempts).
Special: This feat is considered a bonus feat for the noble and scoundrel classes.
Tech Specialist Modifications
Armor Traits
Agile Armor: Increases the armor's maximum Dexterity bonus 1.
Fortifying Armor: Increases the armor's equipment bonus to Fortitude Defense by 1.
Protective Armor: Increases the armor's armor bonus to Reflex Defense by 1.
Device Traits
Enhanced Strength: Increases the device's Strength score by 2.
Improved Durability: The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Mastercraft Device: Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.
Droid Traits
Enhanced Dexterity: Increases the droid's Dexterity score by 2.
Enhanced Intelligence: Increases the droid's Intelligence score by 2.
Enhanced Strength: Increases the droid's Strength score by 2.
Vehicle Traits
Enhanced Dexterity: Increases the vehicle's Dexterity score by 2.
Improved Speed: Increases the vehicle's speed by one-quarter of its base speed (minimum 1 square).
Improved Shields: Increases the vehicle's shield rating by 5.
Weapon Traits
Improved Accuracy: The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage: The weapon deals +2 points of damage with a successful hit. If the weapon has a damage multiplier (for example, 6d10 x 2), apply the extra damage before applying the multiplier.
Selective Fire : An autofire-only ranged weapon can be set to fire single shots, or a single-shot ranged weapon can be made to have an autofire mode.
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