Keppira D'Bear

Prox Simmoss's page

136 posts. Alias of DeJoker.


About Prox Simmoss

Race: Umbarran
Gndr: Female

Attributes:

STR 10(+0)
CON 11(+0)
DEX 16(+3)
INT 16(+3)
WIS 14(+2)
CHA 16(+3)

Combat:

Melee Attack Bonus: +3
Range Attack Bonus: +6

Defenses
... Rflx: 18 + Armor(-5/0)
... Fort: 16 + Equipment Bonus (+1)
... Will: 20

Damage Threshold: 16

Hit Points: 37 / 37

Weapons
... Melee: Vibroblade To Hit +3; Damage 1d4
... Range: Sporting Blaster Pistol To Hit +1; Damage 3d4+3; Shots 200 / 200
... Range: Ion Pistol To Hit +1; Damage 3d6+3 Ion; Shots 200 / 200


Possessions:

Sporting Blaster Pistol
... Weapon Type: Pistols
... Size: Small
... Cost: 4,300cr
... Weight: 1 kg
... Damage: 3d4+3
... Energy Cell: 6 shots
... Power Pack: 100 shots
... Upgrade Slot: Improved Energy Cell Usage: Shots x2
... Tech Specialist: Improved Damage +2(+1 from IECU)
... Type: Energy
... Availability: Licensed
... Accurate: This weapon takes no penalty when firing at targets at Short Range
... Ranges: PB(0-20 sq) S(21-40 sq) M(41-60 sq) L(61-80)
Standard Targeting Scope Attached
... Cost: 100CR
... Weight: 0.2 kg
... This reduces the Range by one Category but requires Aim to gain this benefit.
Concealed Holster; 50CR; 0.2kg

Ion Pistol
... Weapon Type: Pistols
... Size: Small
... Cost: 4,250CR
... Weight: 1 kg
... Damage: 3d6+3 Ion
... Energy Cell: 6 shots
... Power Pack: 100 shots
... Upgrade Slot: Improved Energy Cell Usage: Shots x2
... Tech Specialist: Improved Damage +2(+1 from IECU)
... Type: Ion Energy
... Availability: Licensed
... Ranges: PB(0-20 sq) S(21-40 sq) M(41-60 sq) L(61-80)

Ship Suit
... Equipment Bonus: +1 Fortitude to Resist Extreme Temperature; 200CR; 1kg; Total
... 24 Pockets/Small Size/Max 1kg/Halves Weight
....... P1: Tool Kit; 250CR; 1 kg
....... P2: Ration Pack (x10) 30CR; 1kg
....... P3: Medpac; 100CR; 1 kg
....... P4: Security Kit; 750CR; 1 kg
....... P5: Power Pack (x10); 250CR; 1 kg
....... P6: Used Power Pack (x0);
....... P7: Comlink (Long-Range); 500CR; 0.5 kg
........... Personal Translator (x5); 10,000CR; 0.5 kg
.............. Linked to Earbud and Comlink
.............. Languages(15 languages)
....... P7: Audiorecorder/Holorecorder; 125CR; 0.2 kg; 100 Hours Sound/10 hours Video/1 hour Holo
.............. Vid-Vox Scrambler; 2,400CR; 0.5 kg; 1 sq radius; Perception/Use Computer DC 30 to Record; 1 Week on Energy Cell or 16 Weeks on a Power Pack
....... P8: Liquid Cable Dispenser 15 meters (x5) (with Small Grappling Hook); 10CR; 1kg
....... P9: Ion Pistol; 250CR; 1 kg; Damage 3d6 Ion; Licensed
....... P10: Ambient Aural Amplifier; 3,000CR; 0.5 kg; Equipment Bonus +5 Perception check to Eavesdrop
........... Personal Multitool; 100CR; 0.2 kg
............... 5 cm Vibroblade (1d4); Low-Power Hydrospanner; Small Hydrogrip; Toothpick;
.................... Miniature Eating Utensils. Stored in a 6cm Handle; Powered by an Energy
.................... Cell or Power Pack for 50 Hours
....... P11: Head Gear - Vacuum Mask; 10 Minutes of Breathable Air; 650CR; 0.3kg
................ Subsonic Field Emitter; 120CR; 0.2kg
....... P12: Head Gear - Mechanical Interface Visor; Equipment Bonus +2 on Mechanics checks; 1,250CR; 0.5 kg
................
....... P13: Head Gear - Motion Sensing Visor; 2,500CR; 0.5 kg; Equipment Bonus +5 to Perception checks vs targets that have moved at least one square
................
....... P14: Neural Band; 3,500CR; 0.5 kg; Equipment Bonus +2 on Will Defense but Lowers Damage Threshold by 2 points.
................
....... P15: Veridicator (x10); 40,000CR; 1 kg; Bracelet device; Needs a Full-Round Action to aquire data on a single target within 6 sq, provides an Equipment Bonus +5 to Perception checks to Sense Deception, Influence, or Gambling. Only one Species at a time. Changing requires DC 10 Use Computer check; Species(Bothan, Human, Umbaran, Wookie, +6)
....... P16: Aquata Breather; 350CR; 0.2 kg
................ Surveillance Tagger; 460CR; 0.5 kg; Homing Beacon Range 1 km, max 40 hours
....... P17: Microlab; 1,800CR; 0.8 kgs; Requires Knowledge[Physical Sciences] DC 15 check
....... P18: Heat Sensor; 250CR; 0.2 kgs; Equipment Bonus +2 to Perception checks to detect heat
................ Surveillance Detector; 450CR; 0.5 kg; Equipment Bonus +10 to Perception checks to locate Active/Passive Surveillance Devices within 6 sq
....... P19: Sound Sponge; 3,500CR; 1 kg; 6 sq Radius; Increase Perception by 10 to hear noises
....... P20: Holoshroud (x2); 50,000CR; 1kg; Equipment Bonus +10 to Deception checks for Disguise; To Change a Holo is a DC 15 Use Computer check
....... P21: Halo Lamp; 30CR; 1 kg; Light in 3 sq radius; can easily be attached to a weapon
....... P22: Spy Bug (x2); 2,600CR; 1 kg; Records 20 sq radius for 24 hours; Requires DC 25 Mechanics check to download data
....... P23: Communication Scanner; 1,000CR; 1 kg; Equipment Bonus +5 to Decipher Encrypted messages; A DC 15 Use Computer check reveals the number and types of communications within 50 kilometer radius; A DC 20 Use Computer check reveals the direction/distance of a broadcast. Note it cannot be used to locate the presence of a Tightbeam Comlink unless in the direct path of that Tightbeam Comlink.
....... P24: Sonar Mapper; 400CR; 1 kg; Range 100 meters; Stores the last 12 hours of readings

Camouflage Poncho
... Equipment Bonus +5 Stealth checks; 125CR; 1.5kg

Repulsor Boots; 200CR; 2 kg
... Hover 0.5 meters above the ground; 2 sq; Equipment Bonus +10 to Climb checks

Breath Mask
... 1 Hour of Breathable Air; Immune to Inhaled Poison; 200CR; 2 kg
... Atmosphere Canister/Filter; 25CR; 1kg

Field Kit; 1,000CR; 10 kg
... A backpack of Survival Gear
... Condensing Canteen (x2)
... Sunshield Roll
... Ration Packs 1 Week
... Glow Rod (x2)
... Breath Mask (x2) 1 Hour of Breathable Air; Immune to Inhaled Poison; 200CR; 2 kg
....... 24 Filters;
....... 12 Atmosphere Canisters;
... All-Temperature Cloak

Power Recharger; 100CR; 1 kg
... Recharge a single Power Pack or Energy Cell in 4 hours upto 100 Recharges
... Can be connected to ship/building power supply which recharges it; 2 hours per Charge

Droid Diagnosticater; 400CR; 2 kg
... Equipment Bonus +2 to Droid related Mechanics checks

Lock Breaking Kit; 8,000CR; 4 kg; Equipment Bonus +5 to Mechanics/Use Computers to bypass doors/airlocks on ships

Force Detector; 2,000CR; 9 kgs; Thaissen Crystal Device (glows when directed at a Force Sensitive)

Repulsor Hitch
... Lift Max 200 kg; 100CR; 3 kg

Spacer Chest; 200CR; 10kg
... Electronic Lock 30 Will Defense
... Modified with Repulsor Pad; 200CR; 6 kg

Rebuilt Modified R3-T3 Astromech Droid
... Details: See Artee-3 Character Sheet
... Availability: Licensed
... Cost: 8,000 credits


Full Skill List:

+5 .... Acrobatics-c ................... Dex +3 .......................... Lvl+2
+2 .... Climb-c ........................... Str +0 ............................ Lvl+2
+5 .... Deception ...................... Cha +3 .......................... Lvl+2
+2 .... Endurance-c .................. Con +0 .......................... Lvl+2
+16 .. Gather Information-c ... Cha +3 .. T+5 .. SF+5 ... Lvl+3
+11 .. Initiative-c ...................... Dex +3 .. T+5 ............... Lvl+3
+2 .... Jump ............................... Str +0 ........................... Lvl+2
+16 .. Mechanics-c ................... Int +3 .... T+5 .. SF+5 .. Lvl+3
+10 .. Perception-c .................. Wis +2 ... T+5 .............. Lvl+3
+5 .... Persuasion .................... Cha +3 .......................... Lvl+2
+16 .. Pilot-c ............................. Dex +3 .. T+5 .. SF+5 ... Lvl+3
+5 .... Ride-c ............................. Dex +3 .......................... Lvl+2
+11 .. Stealth-c ......................... Dex +3 .. T+5 ............... Lvl+3
+4 .... Survival-c ........................ Wis +2 .......................... Lvl+2
+2 .... Swim-c ............................ Str +0 ........................... Lvl+2
+10 .. Treat Injury-c ................. Wis +2 ... T+5 ............... Lvl+3
+11 .. Use Computer-c ............ Int +3 .... T+5 ............... Lvl+3
+16 .. Use Force-c .................... Cha +3 .. T+5 .. SF+5 ... Lvl+3

Knowledge ................................ Int +3
+5 .... Bureacracy-c ......................................................... Lvl+2
+11 .. Galatic Lore-c ................................ T+5 ............... Lvl+3
+5 .... Life Sciences-c ...................................................... Lvl+2
+11 .. Physical Sciences-c ....................... T+5 ............... Lvl+3
+5 .... Social Sciences-c .................................................. Lvl+2
+5 .... Tactics-c ................................................................. Lvl+2
+11 .. Technology-c .................................. T+5 .............. Lvl+3


Race: Umbaran:

Attributes: Dex +2, Int +2, Con -2
Size: Medium as such they have no special bonuses nor penalties due to size.
Speed: They have a Base Speed of 6 squares
Dark Vision: They ignore Concealment (including Total Concealment) from darkness but cannot perceive colors while in total darkness.
Sneaky: They can choose to reroll any Stealth check, but the new result must be accepted, even if it is worse.
Conditional Bonus Feat: They are born observers, and they enjoy watching events from hidden vantage points. If they have Gather Information as a Trained Skill they gain Skill Focus (Gather Information) as a Bonus Feat
Automatic Languages: They speak/read/write both Basic and Umbarese

Class: Technician-2:

Hit Points: 18 + 1d6(4) = 22

Base Attack Bonus: +0

Class Skills {7 + Int Mod(+3)}
... Gather Information-c ... (Cha)+2 ... T+5 .. SF+5
... Initiative-c ...................... (Dex)+3 ... T+5
... Mechanics-c ................... (Int)+3 .... T+5 .. SF+5
... Perception-c ................... (Wis)+1 .. T+5 .. SF+5
... Pilot-c .............................. (Dex)+3 .. T+5
... Treat Injury-c .................. (Wis)+1 .. T+5
... Use Computer-c ............. (Int)+3 ... T+5

... Knowledge ...................... (Int)+3
...... Bureacracy-c
...... Galatic Lore-c ............................... T+5
...... Life Sciences-c
...... Physical Sciences-c ...................... T+5
...... Social Sciences-c
...... Tactics-c
...... Technology-c ................................ T+5

Class Features
... Defense Bonus: +2 Will +1 Fort

Technician Feats 1st-Level
... Class Skill Focus (Mechanic) +5 Bonus
... Class Tech Specialist
... Class Weapon Proficiency (Simple Weapons)

Technician Talents 1st-Level
... Security Slicer

Technician Feats 2nd-Level
... Scavenger

Character Feats 1st-Level
... Skill Focus (Perception) +5 Bonus
... Racial Skill Focus (Gather Information) +5 Bonus


Class: Force Prodigy-3:

Hit Points: +3d8 (15)

Base Attack Bonus: +2

Class Skills
... Acrobatics-c ..... Dex +3
... Climb-c .............. Str +0
... Endurance-c ..... Con +0
... Initiative-c ......... Dex +3 .. T+5
... Perception-c ..... Wis +1 .. T+5 .. SF+5
... Pilot-c ................ Dex +3 .. T+5
... Ride-c ................ Dex +3
... Stealth-c ............ Dex +3
... Survival-c ........... Wis +1
... Swim-c ............... Str +0
... Use Force-c ....... Cha +2

... Knowledge ......... Int +3
....... Bureacracy-c
....... Galatic Lore-c ............... T+5
....... Life Sciences-c
....... Physical Sciences-c ...... T+5
....... Social Sciences-c
....... Tactics-c
....... Technology-c ................ T+5

Class Features
Defense Bonus: +3 Will

Force Prodigy Feats 1st-Level
... Force Sensitivity

Character Feats 3rd-Level
... Skill Training(Use the Force)

Force Prodigy Talents 1st-Level
... White Current Adept Talent - White Current Adept

Force Prodigy Feats 2nd-Level
... Class Bonus Feat: Skill Focus(Use the Force)

Character Ability 4th-Level
... 1st Bonus Ability: Charisma +1
... 2nd Bonus Ability: Wisdom +1

Force Prodigy Feats 3rd-Level
... Force Talent Jensaarai Defender - Force Cloak


Important Notes:

Eavesdrop
A DC 10 Perception check allows one to eavesdrop on a conversation. They must be able to understand the language being spoken. The DC increases to 15 in relatively noisy areas (such as in a Cantina) or 25 in particularly loud areas (such as a Droid factory). Eavesdropping on a conversation is a Standard Action. A DC 10 Perception check allows one to detect and identify distant or ambient noises. Actively listening for distant or ambient noises is a Standard Action.

Background:

Prox Simmoss was not the typical Umbaran as she much preferred interacting with machinery than with people, as such she left all the political stuff to her siblings and simply did what she did best. Still, one cannot exist on Umbara without getting pulled into the politics willingly or unwillingly so to save her family any embarassment and loss of status, Prox worked as traveling technician.

She hobbled together an old Cutlass-9, to use as a mechanics traveling workship and ventured forth into the semi-local spaces of the Ghost Nebula. While able to make a decent living, she eventually encountered something she had not expected to encounter nor was she really perpared to encounter. Due to a malfunction during a hyperjump, she ended up in an extremely remote place within the Ghost Nebula. While being stranded upon the planet until she finished repairing her ship, she encountered a Gold Star Dragon named Tezca'sisk'quez, who had chosen to call this place home. If that itself was not impressive enough, they weilded the Force and they had come seeking Prox as they sensed the Force within her.

Only planning to stay just long enough to fix her ship CutNine, she eventually found those plans changed and she ended up spending a fairly long time on the planet with Tez. To say that the experience was totally mind opening would be a major understatement. The Force premeated everything, it was everywhere and everywhen. It took her a while to learn the concept of do not try, just do or do not. To better help her understand the concept Tez recited a short story.

There once was a handsome millipede that was quite happy. Every morning he would go out and dance upon a sandy patch to the marvel of all, except one. The great toad who despised the millipede, for she could not dance. Further she could not just eat him, as he was too hard and full of poisonous juice. Still cunning was the old toad, for she had hatched plan that would surely put this millipede out of harmony. Morning came once more and the millipeded scuttled to its dance-floor. He swept about in curls and swirls until, all those that had come to watch were bedazzled in amazement. While everyone else was in amazement the toad croaked out. "Oh great millipede, I do not shine, and I do not glitter, and I have but four feet while you have a million. So I find that it perplexes me so, how you know which foot to pick up and which to put down. So how can it be that when you walk you always know which foot to begin with; which is second, and which is third; which one comes next as fourth, fifth, and sixth; is the next the tenth or the hundreth; what meanwhile is the thirty-second doing, and the seventy-seventh: is it standing, or moving; when you get to the 517th, whether you should lift the 700th, put down the 39th, bend the 200th or strecth the 13th? I pray, please tell this humble toad, how is it that you do such a wondrous thing?" All those gathered gazed expectantly at the millipede and even the crickets were silent as they waited for the answer. "Why certainly", said the millipede, "I hmmm, let me think." But the millipede said nothing and more he became glued to the ground, paralyzed, unable to move even one single joint. He had forgotten which foot to lift first, and the more he thought about it, the less he could work it out. Morning passed and still the millipede could not move, try as he might he could not figure out which foot to pick up first, nor which foot would follow. Eventually, a hedgehog came along and gobbled up the immobilized millipede.

Even with this story it took Prox a good while to get the basic understanding of what this meant and how to apply it. She eventually understood that when one knows how to do something, they do not need to think about it at all, in fact thinking, or trying, means allowing for the possibility that one cannot, so one stops from doing because they doubt they can. Further this was just one lesson of a myriad of lessons. Tez seemed to enjoy teaching in riddles and parables which Prox felt was meant either to work on ones mental stamina maybe, or that Tez just had wicked streak as long as, or longer, than she was which was pretty dang long.

She eventually asked about how the Force worked in regards to machines and if a Droid could use the Force? To this question Tez simply replied, "That is a good question, go to Thape you may find your answer there." Tez did not expand upon that answer, regardless of the questions Prox posed. So having fixed CutNine a long time ago, she gathered her stuff together and began the difficult journey to find a space lane. As she had no idea of where she actually was, other than somewhere within the Ghost Nebula.

It took her a while to reach Vena where she could refuel and take the Lesser Lantiilllian Route to Avenelle. Avenelle, being a planet of luxury and retirement, could use a talented Technician willing to work cheap. So she ended up spending sometime there figuring out the best course to take to get to Thape. This was good since the Empire was hunting Force Sensitives such as herself and this meant she needed to take circulatory or less traveled route. Basically the further from the core the better off she was. So from Avenelle she went to Uyter where she then switched to the Randon Run to take her to Randon but spent some time on Rakhuuun working alongside Wookies. Upon reaching Randon she switched to the Trax Tube and headed to Daalang where she took the Bothan Run to Lannick. After spending time in Lannick she took the Llanic Spice Run to eventually arrive at Thape.

Landing on Thape ended up being inspirational. As she eventually got to meet with someone who was from the Order of Dai Bendu. This Order followed the Force, and had been doing so for literally eons. Speaking with the individual she met, her eyes and mind were opened to greater possibilities and she got some insights into dealing with machines using the Force. However, she was only able to complete some this training before she was informed that she would be needed in Polis Massa and that she needed to leave right away. Knowing the Force and trusting those that were telling her this, she gathered what she could and headed out.

She jumped back onto the Llanic Spice Run headed for Llanic where she switched space lanes to the Triellus Trade Run which took her to Darkknell and the crossover to the Hydian Way which eventually took her to the planet of Fwatna which had a short jump to Polis Massa where those on Thape said she needed to be and outlined vaguely what she needed to do to align with the Force in what was needed of her next.

However her landing on Polis Massa, after clipping an asteroid on the way in, did not go as well as planned, in fact due to a ship failure it was a total catastrophy. She ended up crash landing on the planet and the only things she could salvage were herself, some gear and her Droid Artee which is her well used, well modified R3-T3 Astromech.