Forte Hass

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Star Wars: Dawn of Defiance
GM
Tim
Game
XP: 15
Rebels
Forte Hass
RAM-53Y "Ramsey"
Key NPCs
Captain Sirona Okeefe · Senator Bail Organa

[Graphic]

[Background]

Characteristics

Career/Specialization(s): Hired Gun/Bodyguard

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


Soak Wounds Strain Defense
(Melee)
Defense
(Ranged)
Force
Rating
2 (3) 12 13 1 1 N/A

Twi'lek

  • Social Contract: Twi’leks begin the game with one rank in Charm or Deception. (not above 2)
  • Arid Adapted: Remove 1 due to hot or arid conditions.


Obligation 10 [Favor] Starting, Unspecified
Motivation: Relationship Comrades: the character shows loyalty to those he serves alongside.
Specific Causes: Emancipation The character sees slavery and indentured servitude as an abomination that must be undone.
Ambition: Expertise The character want to excel in his chosen profession and constantly practices to achieve perfection.


XP Total XP Unspent
10 10

Skills

  • Hired Gun Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light), Resistance, Vigilance
  • Bodyguard Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)
  • ✓ denotes class/specialization skill
  • ■ denotes one rank in the skill
Skill Ability Level Roll Notes
General Skills
Astrogation Intelligence
Athletics Brawn
Charm Presence (Species)
Coercion Willpower
Computer Intelligence
Cool Presence
Coordination Agility
Deception Cunning
Discipline Willpower
Leadership Presence
Mechanics Intelligence
Medicine Intelligence
Negotiation Presence
Perception Cunning ■■
Pilot (Planetary) Agility ■■
Pilot (Space) Agility
Resilience Brawn
Skulduggery Cunning
Stealth Agility
Streetwise Cunning
Survival Cunning
Vigilance Willpower ■■
Combat Skills
Brawl Brawn
Gunnery Agility
Lightsaber Brawn
Melee Brawn
Ranged (Light) Agility
Ranged (Heavy) Agility
Knowledge Skills
Core Worlds Intelligence
Education Intelligence
Lore Intelligence
Outer Rim Intelligence
Underworld Intelligence
Xenology Intelligence
War Intelligence

Talents

Hired Gun: Bodyguard

Barrage Add 1 damage to 1 hit of successful attack while using Ranged (Heavy) or Gunnery skills at long or extreme range.
Hard Headed When staggered or disoriented, perform the Hard Headed action. Make a Daunting () Discipline check to remove the status.
Bodyguard Once per Round, Perform the bodyguard maneuver to guard an engaged character. Suffer 1 strain. Until the beginning of the next turn, upgrade the difficulty of combat checks targeting the character by that number.

Equipment

Credits Encumbrance
Capacity Current
3 8 7

Armour

Armored Clothing (+1 Soak, +1 Defense)

Weapons

  • E-10 Blaster Rifle
    • Base: Energy, Ranged (Heavy), Damage 9, Critical 3, Long, Enc 4, HP 4, Cost 900, Rarity 5
    • Stun Setting
  • Merr-Sonn Q2 Holdout
    • Base: Energy, Ranged (Light), Damage 5, Critical 4, Short, Enc 1, HP 1, Cost 200, Rarity 4
    • Add to a character's Perception check when attempting to find this pistol on a person's body.
  • Frag Grenade
    • Base: Piercing, Ranged (Light), Damage 8, Critical 4, Short, Enc 1, HP 0, Cost 50, Rarity 5
    • Blast 6, Limited 1
  • Unarmed Strike
    • Base: Bludgeoning, Brawl, Damage +0, Critical 5
  • Dresselian Projectile Rifle (Unequipped)
    • Base: Piercing, Ranged (Heavy), Damage 7, Critical 5, Medium, Enc 5, HP 1, Cost 250, Rarity 3
    • Cumbersome 2

Equipment

  • Commlink
    • Short range communicator with earpiece.
    • Basic Tool. Encumbrance 0
  • Stimpack (Empty)
    • Auto-injected mixture of pain killers, stimulants and restoratives.
    • As a maneuver, restore 5 points to a character's wound threshold, less 1 for each stimpack already used that day. Encumbrance 0
  • Utility Belt
    • Imperial Army Trooper belt with several drop pockets.
    • +1 Encumbrance
  • Extra Reloads
    • Few extra power packs.
    • Cancel first despair for "out-of-ammo". Encumbrance 1
Survival Kit
  • Kit Bag
    • A bag specifically designed to hold the Survival Kit.
  • Thermal Cloak (Dark)
    • An all weather cloak designed to deflect the worst of environmental hazards. These versions are non-reflective so as not to give away the wearer's position.
    • Use of a thermal blanket or cloak removes up to two setback dice from checks made to handle extreme heat or cold.
  • Multi-tool
    • Foldout tool system that includes pliers, screwdrivers, files, small knifes and other similar devices.
    • Basic Tool, Encumbrance 1
  • Distress Beacon (Undercover)
    • A small device with a multi-band transmitter. This one has been programmed away from the usual emergency bands.
    • Add 2 boost dice to Perception, Computers or Surveillance checks to find user.
  • Emergency Comlink
    • These comlinks are ruggedly built and have long battery life, but are short ranged and lack many of the features of standard commercial models.
  • Basic Medpack
    • A small case with limited, but critical, supplies.
    • Basic (Emergency) medpacs allow characters to use the Medicine skill to heal others without penalty. Encumbrance 1
  • Respirator
    • Fits over the mouth and nose to allow for breathing in hostile atmospheres.
    • Encumbrance 1
  • Water Jug with Filter, Rations (10)
    • Allows for water purification. Each ration is enough to feed one person for one day.
    • Encumbrance 1
  • High-tensile microfiber line
    • 50 Meters of a metal-fiber line strong enough to catch a falling individual without snapping. Can be cut with effort. Retracts into the original carrying case (though not with much strength)
  • Glow Rod
    • Small handheld light source which directional light good for about 20 meters of directional good visibility. Alternately can provide about 3 meters omnidirectional good visibility.
  • Flare Gun
    • A small pistol-shaped device which ignites and launches a signal flare.
    • 5 flares, each loaded invidividually. Launches approximately 150m in standard gravity and atmosphere.