Jet: Character Sheet: Difference between revisions

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* Cunning 3
* Cunning 3
* Willpower 2
* Willpower 2
* Presence 3
* Presence 4


==SKILLS==
==SKILLS==
'''GENERAL SKILLS'''
'''GENERAL SKILLS'''
* ''Charm (PRE)'' 1
* ''Charm (PRE)'' 2
* ''Cool (PRE)'' 1
* ''Cool (PRE)'' 1
* ''Coordination (AGI)''
* ''Coordination (AGI)''
* ''Deception (CUN)'' 2
* ''Deception (CUN)'' 2
* ''Discipline (WIL)'' 1
* ''Discipline (WIL)'' 1
* ''Leadership (PRE)'' 1
* ''Leadership (PRE)'' 2
* ''Negotiation (PRE)'' 1
* ''Negotiation (PRE)'' 1
* ''Perception (CUN)'' 1 *[Natural Curiosity, Uncanny Senses +2 boost]
* ''Perception (CUN)'' 1 *[Natural Curiosity, Uncanny Senses +2 boost]
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==TALENTS==
==TALENTS==
'''Force Sensitive Exile''' (p. 177 EotE)
===Force Sensitive Exile (p. 177 EotE)===
*Uncanny Reactions - Add boost due per rank of Uncanny Reactions to all Vigilance checks.
*'''Uncanny Reactions''' - Add boost due per rank of Uncanny Reactions to all Vigilance checks.
*Uncanny Senses - Add boost due per rank of Uncanny Senses to all Perception checks.
*'''Uncanny Senses''' - Add boost due per rank of Uncanny Senses to all Perception checks.
*Insight - Perception and Discipline become career skills.
*'''Insight''' - Perception and Discipline become career skills.
<!--
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*Intense Focus - Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
*Intense Focus - Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
-->
-->


'''Force Influence''' (p. 282 EotE)
===Force Influence (p. 282 EotE)===
*Influence Basic Power - The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
*'''Influence Basic Power''' - The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
**When guiding and shaping thoughts, only dark side points may be used to generate negative emotions such as rage, fear, and hatred. Only light side points may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either.
**When guiding and shaping thoughts, only dark side points may be used to generate negative emotions such as rage, fear, and hatred. Only light side points may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either.
**The character may spent light sight points to stress the mind of one living target he is engaged with, inflicting 1 strain.
**The character may spent light sight points to stress the mind of one living target he is engaged with, inflicting 1 strain.
*Control - The force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends light side points and succeeds on the check, he can force the target to adopt an emotional state of believe something untrue, lasting for 1 round or 5 minutes.
*'''Control''' (Trick) - The force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends light side points and succeeds on the check, he can force the target to adopt an emotional state of believe something untrue, lasting for 1 round or 5 minutes.
*Range 1
*'''Range''' 1
*'''Magnitude''' 1
*'''Control''' (Influence) - When making a Coerce, Charm, Deception, Leadership, or Negotiation check, the force user may roll an Influence Power check as part of his dice pool. He may spend light side points to gain successes or advantages (user's choice) on the check.


'''Force Sense''' (p. 280 EotE)
===Force Sense (p. 280 EotE)===
*Sense Basic Power - The force user can sense the force interacting with the world around him.
*'''Sense Basic Power''' - The force user can sense the force interacting with the world around him.
**The user may spend light side points to sense all living things within short range (including sentient and non-sentient beings)
**The user may spend light side points to sense all living things within short range (including sentient and non-sentient beings)
**The user may spend light side points to sense the current emotional state of one living target with whom he is engaged.
**The user may spend light side points to sense the current emotional state of one living target with whom he is engaged.
*'''Control''' (Sense Thoughts) - Spend a light side point: the force user senses the current thoughts of one living target with whom he is engaged.


'''Smuggler: Charmer''' (p. 27 FC)
===Smuggler: Charmer (p. 27 FC)===
*Smooth Talker (Charm) - When making Charm checks, spend 1 triumph to gain additional successes equal to ranks in Smooth Talker
*'''Smooth Talker (Charm)''' - When making Charm checks, spend 1 triumph to gain additional successes equal to ranks in Smooth Talker
*Kill with Kindness - Remove one setback die per rank of Kill with Kindness from Charm and Leadership checks.
*'''Kill with Kindness''' - Remove one setback die per rank of Kill with Kindness from Charm and Leadership checks.
*Congenial - May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
*'''Congenial''' - May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
*Inspiring Rhetoric
*'''Inspiring Rhetoric''' - Make an average Leadership check. Each success causes 1 ally in short range to recover 1 strain. Spend advantages to cause 1 affected ally to recover 1 additional strain.
*'''Improved Inspiring Rhetoric''' - Each ally affected by Inspiring Rhetoric gains one boost die on all skill checks for a number of rounds equal to ranks in Leadership.
*'''Disarming Smile''' - Take the Disarming Smile action; succeed at an opposed Charm check to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.
*'''Just Kidding!''' - Once per round as an incidental, spend 1 Destiny Point to ignore despair generated on a social check by the character or any ally in short range.
*'''Don't Shoot!''' - Once per session as an action, make a Hard Charm check. On success, cannot be the target of combat checks until the end of the encounter or until making a combat check.
*'''Dedication (Presence)''' - Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
*'''Works Like a Charm''' - Once per session, make one skill check using Presence rather than the characteristic linked to that skill.


==SPECIAL ABILITIES==
==SPECIAL ABILITIES==
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==DUTY/OBLIGATION==
==DUTY/OBLIGATION==
Obligation: Alliance 15
*Obligation: Alliance 15
*Obligation: Raina 5
*Obligation: Doja 10


==GEAR==
==GEAR==
'''Credits:''' 1,069
'''Credits:''' 712
 
===WEAPONS & ARMOR===
===WEAPONS & ARMOR===
'''TYPICAL INVENTORY'''
'''TYPICAL INVENTORY'''
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* Blaster Pistol - Ranged (Light), Dam 6, Crit 3, Medium, Encum 1, HP 3, Stun Setting
* Blaster Pistol - Ranged (Light), Dam 6, Crit 3, Medium, Encum 1, HP 3, Stun Setting
* Heavy Clothing - Soak 1, Defense 0, Encum 1, HP 0
* Heavy Clothing - Soak 1, Defense 0, Encum 1, HP 0
* Thermal Detonator - Ranged (Light), Dam 20, Crit 2, Short, Encum 1, Blast 15, Breach 1, Vicious 4, Limited Ammo 1


'''EXTRA GEAR'''
'''EXTRA GEAR'''
*Blaster Carbine - Ranged (Heavy), Dam 9, Crit 3, Medium, Encum 3, HP 4, Stun Setting


===OTHER GEAR===
===OTHER GEAR===
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* Hand Held Comlink
* Hand Held Comlink
* Data Pad (Enc 1)
* Data Pad (Enc 1)
* Stim Packs (3)
* Stim Packs (4)
* Utility Belt (+1 Enc)
* Utility Belt (+1 Enc)
* Backpack (+4 Enc)
* Backpack (+4 Enc)


'''EXTRA GEAR'''
'''EXTRA GEAR'''
*Bacta x 10


==CONDITION MODIFIERS==
==CONDITION MODIFIERS==
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==EXPERIENCE==
==EXPERIENCE==
* Current Experience: 0
* Current Experience: 0
* Total Experience: 185
* Total Experience: 345
** Starting Experience: 100
** Starting Experience: 100
** Background: 5
** Background: 5
** Sessions: 80
** Sessions: 240
* Spent Experience: 185
* Spent Experience: 345
** Character Creation (105)
** Character Creation (105)
*** Agility 3 (30)
*** Agility 3 (30)
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*** Leadership 1 (5)
*** Leadership 1 (5)
*** Charmer: Inspiring Rhetoric (5)
*** Charmer: Inspiring Rhetoric (5)
**Session 5 (20)
*** Force Influence: Magnitude (5)
*** Force Influence: Control (15)
**Session 6 (20)
*** Force Sense: Control (Sense Thoughts) (10)
*** Charm 2 (10)
**Session 7 (20)
*** Leadership 2 (10)
*** Charmer: Improved Inspiring Rhetoric (10)
**Session 8 (20)
*** Charmer: Disarming Smile (15)
**Session 9 (20)
*** Charmer: Just Kidding! (20)
**Session 10 (20)
*** Charmer: Don't Shoot! (25)
**Session 11 (20)
**Session 12 (20)
*** Charmer: Dedication (25)
*** Charmer: Works Like a Charm (15)

Latest revision as of 02:44, 8 July 2015

BASIC INFORMATION

Name: Jet
Race: Devaronian
Sex: Male
Height: 6'1"
Weight: 210 lbs
Age: 40
Eyes: Brown
Hair: None
Skin: Light Red
Motivation: Quests: The Jedi
Career: Smuggler
Specializations: Charmer, Force Sensitive Exile
Jet: Background

CHARACTERISTICS

  • Brawn 2
  • Agility 3
  • Intellect 2
  • Cunning 3
  • Willpower 2
  • Presence 4

SKILLS

GENERAL SKILLS

  • Charm (PRE) 2
  • Cool (PRE) 1
  • Coordination (AGI)
  • Deception (CUN) 2
  • Discipline (WIL) 1
  • Leadership (PRE) 2
  • Negotiation (PRE) 1
  • Perception (CUN) 1 *[Natural Curiosity, Uncanny Senses +2 boost]
  • Piloting (Space) (AGI) 1
  • Skulduggery (CUN) 1
  • Streetwise (CUN) 1
  • Vigilance (WIL) 1 *[Uncanny Reactions +1 boost]

COMBAT SKILLS

  • Ranged (Light) (AGI)

KNOWLEDGE SKILLS

  • Knowledge (Underworld) (INT) 1

TALENTS

Force Sensitive Exile (p. 177 EotE)

  • Uncanny Reactions - Add boost due per rank of Uncanny Reactions to all Vigilance checks.
  • Uncanny Senses - Add boost due per rank of Uncanny Senses to all Perception checks.
  • Insight - Perception and Discipline become career skills.

Force Influence (p. 282 EotE)

  • Influence Basic Power - The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
    • When guiding and shaping thoughts, only dark side points may be used to generate negative emotions such as rage, fear, and hatred. Only light side points may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either.
    • The character may spent light sight points to stress the mind of one living target he is engaged with, inflicting 1 strain.
  • Control (Trick) - The force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends light side points and succeeds on the check, he can force the target to adopt an emotional state of believe something untrue, lasting for 1 round or 5 minutes.
  • Range 1
  • Magnitude 1
  • Control (Influence) - When making a Coerce, Charm, Deception, Leadership, or Negotiation check, the force user may roll an Influence Power check as part of his dice pool. He may spend light side points to gain successes or advantages (user's choice) on the check.

Force Sense (p. 280 EotE)

  • Sense Basic Power - The force user can sense the force interacting with the world around him.
    • The user may spend light side points to sense all living things within short range (including sentient and non-sentient beings)
    • The user may spend light side points to sense the current emotional state of one living target with whom he is engaged.
  • Control (Sense Thoughts) - Spend a light side point: the force user senses the current thoughts of one living target with whom he is engaged.

Smuggler: Charmer (p. 27 FC)

  • Smooth Talker (Charm) - When making Charm checks, spend 1 triumph to gain additional successes equal to ranks in Smooth Talker
  • Kill with Kindness - Remove one setback die per rank of Kill with Kindness from Charm and Leadership checks.
  • Congenial - May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.
  • Inspiring Rhetoric - Make an average Leadership check. Each success causes 1 ally in short range to recover 1 strain. Spend advantages to cause 1 affected ally to recover 1 additional strain.
  • Improved Inspiring Rhetoric - Each ally affected by Inspiring Rhetoric gains one boost die on all skill checks for a number of rounds equal to ranks in Leadership.
  • Disarming Smile - Take the Disarming Smile action; succeed at an opposed Charm check to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.
  • Just Kidding! - Once per round as an incidental, spend 1 Destiny Point to ignore despair generated on a social check by the character or any ally in short range.
  • Don't Shoot! - Once per session as an action, make a Hard Charm check. On success, cannot be the target of combat checks until the end of the encounter or until making a combat check.
  • Dedication (Presence) - Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
  • Works Like a Charm - Once per session, make one skill check using Presence rather than the characteristic linked to that skill.

SPECIAL ABILITIES

  • Natural Curiosity - Devaronians receive a free boost die on Perception rolls.
  • Devaronians begin the game with one free rank in either Deceit or Streetwise. They still may not train Deceit or Streetwise above Rank 2 during character creation.

DUTY/OBLIGATION

  • Obligation: Alliance 15
  • Obligation: Raina 5
  • Obligation: Doja 10

GEAR

Credits: 712

WEAPONS & ARMOR

TYPICAL INVENTORY

  • Hold-Out Blaster - Ranged (Light), Dam 5, Crit 4, Short, Encum 1, HP 1, Stun Setting
  • Blaster Pistol - Ranged (Light), Dam 6, Crit 3, Medium, Encum 1, HP 3, Stun Setting
  • Heavy Clothing - Soak 1, Defense 0, Encum 1, HP 0
  • Thermal Detonator - Ranged (Light), Dam 20, Crit 2, Short, Encum 1, Blast 15, Breach 1, Vicious 4, Limited Ammo 1

EXTRA GEAR

  • Blaster Carbine - Ranged (Heavy), Dam 9, Crit 3, Medium, Encum 3, HP 4, Stun Setting

OTHER GEAR

TYPICAL INVENTORY

  • Hand Held Comlink
  • Data Pad (Enc 1)
  • Stim Packs (4)
  • Utility Belt (+1 Enc)
  • Backpack (+4 Enc)

EXTRA GEAR

  • Bacta x 10

CONDITION MODIFIERS

  • Soak: Brawn(2) + Heavy Clothing(1) = 3
  • Wounds: 12
  • Strain: 12
  • Ranged Defense: 0
  • Melee Defense: 0
  • Force Rating: 1

EXPERIENCE

  • Current Experience: 0
  • Total Experience: 345
    • Starting Experience: 100
    • Background: 5
    • Sessions: 240
  • Spent Experience: 345
    • Character Creation (105)
      • Agility 3 (30)
      • Brawn 2 (20)
      • Presence 3 (30)
      • Force Sensitive Exile (free)
      • Force Influence: Basic Power (10)
      • Force Sense: Basic Power (10)
      • Force Sensitive Exile: Uncanny Reactions (5)
    • Session 1 (20)
      • Force Sensitive Exile: Uncanny Senses (5)
      • Knowledge (Underworld) 1 (5)
      • Skulduggery 1 (5)
      • Negotiation 1 (5)
    • Session 2 (20)
      • Insight (5)
      • Vigilance (5)
      • Charmer: Smooth Talker (Charm) (5)
      • Charmer: Kill with Kindness (5)
    • Session 3 (20)
      • Charmer: Congenial (10)
      • Force Influence: Control (10)
    • Session 4 (20)
      • Force Influence: Range (5)
      • Discipline 1 (5)
      • Leadership 1 (5)
      • Charmer: Inspiring Rhetoric (5)
    • Session 5 (20)
      • Force Influence: Magnitude (5)
      • Force Influence: Control (15)
    • Session 6 (20)
      • Force Sense: Control (Sense Thoughts) (10)
      • Charm 2 (10)
    • Session 7 (20)
      • Leadership 2 (10)
      • Charmer: Improved Inspiring Rhetoric (10)
    • Session 8 (20)
      • Charmer: Disarming Smile (15)
    • Session 9 (20)
      • Charmer: Just Kidding! (20)
    • Session 10 (20)
      • Charmer: Don't Shoot! (25)
    • Session 11 (20)
    • Session 12 (20)
      • Charmer: Dedication (25)
      • Charmer: Works Like a Charm (15)