Shoanti Tribeswoman

Siar's page

22 posts. Alias of spinningdice.


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Alternate/Backup Character stat roll
Characteristic: 2d10 + 20 ⇒ (9, 10) + 20 = 39
Characteristic: 2d10 + 20 ⇒ (8, 2) + 20 = 30
Characteristic: 2d10 + 20 ⇒ (5, 7) + 20 = 32
Characteristic: 2d10 + 20 ⇒ (7, 9) + 20 = 36
Characteristic: 2d10 + 20 ⇒ (5, 7) + 20 = 32
Characteristic: 2d10 + 20 ⇒ (1, 1) + 20 = 22
Characteristic: 2d10 + 20 ⇒ (10, 6) + 20 = 36
Characteristic: 2d10 + 20 ⇒ (8, 8) + 20 = 36
Characteristic: 2d10 + 20 ⇒ (3, 8) + 20 = 31

re-roll: 2d10 + 20 ⇒ (7, 6) + 20 = 33

Wounds: 1d5 ⇒ 4
Fate: 1d10 ⇒ 10

May as well roll up a Tech-Priest anyway, I need a backup.


Chimera sound good if we have an operator, if we're worried about keeping it running I can swap out for a tech-priest?


Pvt Siar:

Pvt Lorrai Siar
Weapons Specialist

WS 29
BS 52 (37+5Spec+10Adv)
S 39 (33+6Reg)
T 33 (33+3Reg)
Ag 39 (34 +5adv)
Int 28 (31-3Int)
Per 35
WP 25
Fel 24

Wounds 15 (5+8+2Reg)

Skills
Athletics, Low Gothic, Operate (surface), Scholastic Lore (Beasts), Survival; Navigate (Surface); Common Lore (Imperial Guard(+10), War(+10)), Stealth

Talents
Rapid Reload (Reg); Lasgun Barrage; Weapon Training (Las, Solid Projectile, Flame).
One with the land +1 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number
Favoured Weapons Heavy Stubber, Basic Flamer.

Gear
Specialist:
4 Frag or Krak grenades
Good Craftsmanship Lasgun (or Common Craft Flamer, or Common Craft Shotgun, or Common Craft Regimental favoured weapon).

Aptitudes
Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill. Willpower (reg)

xp spent
BS Advance (Simple, Intermediate) - 350xp
Ag Advance (Simple) - 100xp
Stealth Skill (100xp)

Bio
Lorrai Siar was a small time thief, though not a good one. Believing her crimes were catching up with her, she joined the guard, confident in the knowledge that no-one would bother incriminating a guardsman, given their life expectancy in a conflict was severely limited.

She’s got a nervous disposition, and hates violence (great qualities in a guardman), when she has to fight she’d rather do so from as far as away as possible and fancies a career as a sniper if she can survive long enough to prove herself.

Comrade
Lois “Mouse” Maismann: Being the only guardsman even more nervous and timid than Lorrai, Mouse and Lorrai have banded together. Keeping close company with each other.

Will add an alternate later.


Siar catches Taras' eye, her unspoken question obvious - though she would never put voice to a question of a Sith's abilities.


"Rylat" narrows her eyes and starts checking for exits and evaluating the potential combatants in the room. She wishes she'd had time to arrive separately from the others and get a sense of the station beforehand - this situation is making her skin crawl.


"I do not speak their tongue, but since they are not trying to hurt us, I can only assume they want us to follow them?"
Siar watches the Wookiees, to see if they affirm her suspicion, moving casually towards them.


Perception: 1d20 + 9 ⇒ (18) + 9 = 27
"We are not the first ones here"


Siar glances to Cardis, Should I introduce us, or do you want the honours?


Siar issues the description of the world without embellishment, citing as if from a textbook.

"I see no reason to visit the planet, I doubt any of the locals know anything of import to us."

Siar has changed into "infiltration gear" in anticipation, loose dark clothes - skin subtly darkened and hair slicked back tight to her head.


Knowledge Galactic Lore: 1d20 + 12 ⇒ (20) + 12 = 32


This is Cardis' show, so Siar will step aside if he'd rather plan the route himself
1d20 + 12 ⇒ (12) + 12 = 24


"Well, if you're rumoured to have slain a Jedi, at least you'll have an excused to carry a 'sabre"


Siar considers her phrasing carefully.
"I assume that should any other group get their hands on this information we are to eliminate the competition?"

Trying to discuss the event of failure, without sounding like she's lacking in confidence


Siar stands a pace behind the Sith, standing at attention, her crisp uniform a contrast to the dark Sith robes.
She remains silent while the Sith discuss, feeling no need to defend her own skills.

I doubt we'll need much cargo capacity, if we want to burn some of it for more upgrades. We're not pirates, smugglers or merchants after all.


Siar is not envisaged as any kind of leader, she'd prefer to work with a military leader rather than a Sith, though will do as she's commanded. This is mostly as military commanders prefer discipline and doctrine, while Sith tend to be... prone to more emotional interference.


Star wars bad guys do tend to have a military/sith duality of command, I'm not sure how Krayt's Empire works though.


So... do we have any sort of command structure here. Siar would prefer to know who's giving the orders.


I'll have to go over gear in a bit. Never actually had to kit out a reasonably high level SW character before, anything I should be sure to pick up?


We rolling gear and timesing by 5 personal a 3 for ship, ya?

credits: 3d4 ⇒ (1, 4, 4) = 9 6,750 (to ship?) 11,250 (personal) or was it max?


Hmm, here I am.


Like I say, I don't mind switching to Sith, if it helps balance out. I'll probably be "obedient and loyal" rather than evil though.


Siar has been transferred to her own profile, with a short bio/appearance added.

I would prefer sticking with Fel's Empire, but no real changes needed to switch to Sith, if it makes it easier.