Jump to content
Richardbuxton

Jailbird and the Desperadoes OOC

Recommended Posts

My concept (open for comments, criticism, suggestions to better integrate with the party, etc.) is Umenzi, a Jawa on the run from both the Hutt Bareesh kadjilic (he was exiled to Jubilar because some of the artifacts he helped salvage on Kor Bareesh somehow found their way into his possession) and the Empire (the Empire has labeled him "a rebel and saboteur" after attempting to sell a "salvaged" actuator piston from an Imperial walker to an undercover Imperial Intelligence agent.  He managed to escape, but there is now a manhunt underway...)

Naturally inquisitive and acquisitive, Umenzi is naturally somewhat cowardly unless there is some interesting tech or salvage at hand.

Contacts: 1d4 2

Edited by Enoch52

Share this post


Link to post
Share on other sites

Ok so, got 2 down for now, going to post them and then edit in the other 2 later.

 

Contacts:
Neebu Dalsin
Male Zabrak  
Job: Street Doc/Cybernetics Doctor

Personality:
He's an old, grizzled man, having worked for various criminal factions, now also works for the Rebellion.   The man is almost constantly drunk, and is a functional alcoholic.   He didn't like the various jobs he was hired to do for the criminal organizations, installing combat mods in their enforcers.   His guilt at the harm they would cause in the galaxy, lead to his drinking, plus the constant fear of some guy from one of the syndicates dying on his table, and his friends deciding to kill him as retaliation.      Luckily his skill with surgery and cybernetic installation made that a non-issue, and his talents were highly sought after by the various groups.

He met Jaycen on one of his previous jobs, and was convinced to pack his things and work for the Rebellion.   He's still addicted to alcohol, but is finding himself diving into the bottle less and less.    His mood is still one of jaded cynicism, but he continues to ply his trade, in the hopes that the Rebellion will at least make things better.    While the Rebellion tends to move him around with their fleet, so he is where he is needed.  As of late though, he has been stationed on an out of the way space station, run by people sympathetic to the Rebellion.   He keeps his head down, and works as a regular doctor on the station, patching up busted limbs, and telling people to look to the side and cough.     The Rebellion sends people his way when needed, and he's just waiting for them to collect him, and find him a new location to work from.


Halifan Zardost aka Footpuncher
Female Twi'lek
Job: Club Bouncer/Hired Muscle
Personlity:

Halifan got her nickname from a particular drunken brawl in a nightclub on Nar Shadda.   She was trying to break up a fight between 6 people, and was knocked down by one of them who kicked her with a cybernetic leg.   Seeing as this only served to piss her off, she ripped the guys foot off, gripping it like an improvised brass knuckles, and proceeded to pummel the people to unconsciousness with the prosthetic limb.    The onlookers called her Footpuncher, and the moniker stuck.    She gets irritated when people ask her about the name, or laugh at it, and is more than willing to show them the error's of their ways, when it comes to polite behavior.  

Unlike most Twi'lek women, she is a large and husky woman.  The only "pole work" she does, is smacking you upside the head with one if you cross her.  Noone would call her attractive, at least not by the stereotypical Twi'lek standard, but she's got a strong presence to her, that some find inviting.   She takes no crap from anyone, but doesn't look for trouble either.  She speaks plainly and openly, and is friendly to those she considers her allies.

She met Jaycen through an infochant they both knew, when Jaycen was looking for some short term muscle for a job his cell had in the area.   She was so good, and her personality so refreshing for him, that he kept her on retainer for a while.   She always liked working for Jaycen, as the jobs usually didn't involve a lot of blood, given his preference for zero body count.   Usually the jobs just involved watching his back while he gathered information from a secure location, or snuck in to steal something from an Imperial outpost or the like.

  Eventually Halifan gave up the bouncer gig, and works freelance.  She's got her own small team of mercs that take jobs, mostly bodyguard work, and escort jobs.  Nothing large scale, as there are only a handful of them, but you could do worse than have Footpuncher and her friends at your side.
 

Share this post


Link to post
Share on other sites
On 7/10/2017 at 8:08 PM, TheShard said:

ok so first round will be against easy with a setback for weather, but its also open skies at this point.

Skilled Jockey removes the Setback. Dex's Astromech should add a Boost.

What is the current range, regarding the TIEs?

Are we playing it cool, for now?

Share this post


Link to post
Share on other sites

So I'm trying to use all rules so I'm comfortable with them. So the idea is iit's a chase.

You gotta get out of atmosphere and gravitational well and go to hyperspace before ties catch up behind you or the star destroyer in orbit doesn't get you.

Share this post


Link to post
Share on other sites
On 7/12/2017 at 11:08 AM, TheShard said:

It will take at least 5 rounds before you can jump. As you need to break atmosphere (4 rounds) and another to get out of gravity well.

 

On 7/12/2017 at 11:06 AM, TheShard said:

Make the astrogation roll, or piloting to move things along, and roll astro and we'll just add it in as if it was done immediately after take off.

 

On 7/12/2017 at 9:01 AM, TheShard said:

Tie pilot roll

First chase roll: 1eD+1eS+2eP+2eA 2 successes, 3 advantage
d-th.pngs-f.pngp-a-a.pngp-s.pnga-s-s.pnga-a-a.png

 

On 7/10/2017 at 8:08 PM, TheShard said:

ok so first round will be against easy with a setback for weather, but its also open skies at this point.

next 3 rounds we'll use the nebula adv/dis table and we'll use the difficult terrain rules.

second round +upgrade and a setback, due to clouds and rain and wind.

third round + upgrade and 2 setbacks

fourth round +2 upgrades and 2 setbacks

 

 

 

On 7/10/2017 at 8:10 PM, TheShard said:

does that make sense?

after the 4th round you'll get above the clouds and it'll be easy again, unless you've destroyed a tie or two then it'll be using the debris table and using the difficult terrain rules.

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...