Bartrant Donnall by weissbrot

Species
Human
Career
Commander
Specializations
Instructor, Imperial Academy Cadet, Strategist, Tactician
System
Age of Rebellion

8
Threshold 21
Current 0
Threshold 18
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
4
4
4
4
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 2 -ss
Charm (Pr) 0
Coercion (Will) X 5
Computers (Int) X 0
Cool (Pr) X 0
Coordination (Ag) 0 -ss
Deception (Cun) 0
Discipline (Will) X 5
Leadership (Pr) X 5 bbb -ss
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 5
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 2
Skulduggery (Cun) 0
Stealth (Ag) 1
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 5
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) X 5
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 5
Knowledge: Xenology (Int) 0

Attacks

DH-X Heavy Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Accurate 1, Cumbersome 3, Pierce 6
Damage
13
Critical
2
Crowbar
Range
Engaged
Skill
Melee
Concussive 1, Defensive 3, Deflect 3, Disorient 2, Knockdown, Pierce 1, Sunder, Two-handed
Damage
10
Critical
5
Vibro-weapon
Range
Engaged
Skill
Melee
One-handed, Pierce 4, Sunder, Vicious 4
Damage
6
Critical
1

80
1550
23595
12/15

Weapons & Armor

Combat Armor, 4 soak, 1def, 2enc, sealable, 0/4 HP
|-Strength Enhancing System
||-2 Skill (Athletics) Mods
||-2 Innate Talent (Brace) Mods
|-Multi-Band Comlink
|-Vacuum Sealed
|-Superior Armor Customization
Special Embellishment: Leadership

Crowbar, 2HP, 5 Enc
|-Weighted Head
|- 1 Damage +1 Mod
|- 1 Weapon quality (Concussive +1) Mod

DH-X Heavy Blaster Rifle, 4 HP, 7 Enc
|-Augmented Spin Barrel
||-2 Damage +1 Mods
||-1 Weapon Quality (Accurate + 1) Mod
||- 1 Weapon Quality (Pierce + 1) Mod
|-Enhanced XCiter
|-3 Weapon Quality (Pierce +1) Mods

Personal Gear

Electrobinoculars

Modular Backpack
|-Modular Backpack Accessory Pouch
|-3 Increase Encumbrance Threshold by 1 Mod
-----------------------------------
Not carried:

Customized Armor, 3 soak, 1 def, 7enc, 1/6 HP
|-Strength Enhancing System
||-2 Skill (Athletics) Mods
||-2 Innate Talent (Brace) Mods
|-Integrated Holster
||-1 Innate Talent (Quick Draw) Mod
||-2 Add a Setback die to other
| character's Perception checks to find
| weapons stored in the armor Mods
|-Multi-Band Comlink
|-Superior Armor Customization
Special Embellishment: Leadership

Vibro-weapon
Melee; +2 dmg, 1 crit, Engaged, 2 Enc, 3/4 HP, Pierce 4, Vicious 4, One-handed, Sunder
|-Serrated Edge

Shield
3 Defense, 5 HP, One-handed, Knockdown

Assets & Resources

65 hours used

Crowbar: 10 Dmg, 5 Crit, Melee, Engaged, Concussive 1, Defensive 3, Deflect 3, Disorient 2, Knockdown, Pierce 1, Sunder, Two-handed: !Roll[ppppa]

DH-X Heavy Blaster Rifle: 13 Dmg, 2 Crit, Ranged (Heavy), Long, Accurate 1, Cumbersome 3, Pierce 6: !roll[ppppab]

Vibro-weapon: 6 dmg, crit 1, Pierce 4, Sunder, Vicious 4: !roll[ppppa]

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Body Guard (Improved) 4 Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom he is engaged. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. Once per session, when an ally protected by character's Body Guard maneuver would suffer a hit from a combat check, the character may choose to suffer the hit instead of the ally.
Brace ((Strength Enhancing System)) 2 As a maneuver, the character may Brace himself. This allows a character to remove a Setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Coordinated Assault The character may make a Coordinated Assault maneuver. If he does so, a number of allies engaged with him equal to his ranks in Leadership gain Advantage on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per additional rank of Coordinated Assault.
Encouraging Words When an engaged ally fails a check, the character may suffer 1 strain. If he does, he may assist the next check that ally makes this encounter as an out of turn incidental.
Formation Tactics (Improved) The character may take the Formation Tactics action by making an Average Leadership check. If successful, he may choose a number of allies within short range equal to Successes generated. The difficulty of attacks against these allies is upgraded once until the end of his next round. The effects of this action do not stack. The character may also spend a Triumph or 6 Advantages to have the effect last until end of encounter.
Master Instructor Once per round as an out of turn incidental, the character may suffer 2 strain to allow an ally within short range to count as having the same number of ranks in the Discipline skill as the character for the next Discipline check the ally makes.
Master Strategist Once per phase during during a mass combat, the character may suffer 2 strain to decrease the diffuculty of the next Mass Combat check once.
Natural Instructor Once per game session, the character may reroll any one Discipline or Leadership check.
Natural Scholar Once per game session, the character may reroll any one Knowledge skill check.
Targeted Firepower Once per session the character may take the Targeted Firepower action by identifying one detected enemy character, vehicle, starship or structure and making a Hard Knowledge (Warfare) check. If successful, for the remainder of the encounter all allies within short range of the character add automatic Advantages to their combat attacks against that target equal to Successes that the character gained in the check.
By the Book 3 Once per encounter, before making a combat ceck, the character may suffer two strain to add automatic Advantages to the result equal to his ranks in By the Book.
Command 3 The character gains Boost die per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost die per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Conditioned 2 Remove a Setback die per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned.
Dedication [Agility][Presence][Willpower][Cunning] 4 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Grit 5 Each rank of Grit increases a character's strain threshold by one.
Know the Enemy The character may choose to use the Knowledge (Warfare) skill when making checks to determine Initiative
Knowledge Specialization [Warfare] When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may spend Triumph to gain additional Success equal to his ranks in Knowledge Specialization.
Physical Training The character adds a Boost die per rank of Physical Training to his Athletics and Resilience checks.
Ready for Anything 2 Remove a Setback die per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character's Cool or Vigilance checks to determine Initiative order.
Tactical Combat Training Melee and Ranged (Heavy) become career skills.
Blooded ((Cybernetic Respirator)) The character adds a Boost die per rank of Blooded to his checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduce the duration of any related ongoing effects or damage from toxins, venoms, or poisons by one round per rank of Blooded to a minimum of one.
Toughened 4 The character increases his wound threshold by two per rank of Toughened.
Side Step 2 Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.
Swift The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).
Commanding Presence 2 The character removes Setback die per rank of Commanding Presence from his Leadership and Cool checks.
Confidence 2 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.
Improved Field Commander The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to twice his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. In addition, he may spend Triumph generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.
Natural Leader Once per game session, the character may reroll any one Cool or Leadership check.

Background

Donnall was very much a career officer in the Imperial Army, joining shortly after the end of the Clone Wars. While he grew increasingly disillusioned with the Empires rule, he was more opposed to the growing rebellion, fearing the new separatists could throw the galaxy into another full scale war.

During an operation against a local cell, he was caught in the explosion of their troop carrier and left for dead by his retreating squad. Rescued by the rebels, he had plenty of time to learn about their ideas during his long recovery - as much as you can recover from losing half your body - and was eventually convinced to join the cause to restore the Republic.

While he had to adjust his military training towards the hit and run tactics necessary for the rebellion, his insight into Imperial tactics has helped make the efforts of his cell a success and he has now been asked to organize the effective, but chaotic SpecForce of SFL into a formidable fighting force.

Motivation

Drive:
The Mission

The current assignment or mission drives this Commander. He stops at nothing to see that the orders he's been given are carried out, and carried out well. He doesn't give up easily, and he is considered to be a tenacious warrior by the troops who serve under him.

Duties

Personnel
Magnitude: 1055
CR: 10

More than machines, credits, or information, the people of the Alliance are the most important and vital assets there are, and the Player Character knows this. He is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind; the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies.

Rewards:
CR1: Strength Enhancing System, Cybernetic Respirator
CR2: Augmented Spin Barrel, Enhanced XCiter
CR3: Cybernetic Legs (Brawn), Cybernetic Arm (Agility)
CR4: Implant Armor, Cybernetic Brain Implant
CR5: Biofeedback Regulator, DH-X Heavy Blaster Rifle
CR6: Superior Armor Attachment, Superior Armor Attachment
CR7: Cybernetic Appendage, Cybernetic Appendage

Description

Gender: Male
Age: 48
Height: 1.81m (5'11")
Hair: Chestnut
Eyes: Green

As a result of his accident, Bartrant requires the use of his suit to retain full maneuverability.

Other Notes

110 XP, 20 Duty: Human, AoR starting Career (Commander) [110,20]
-20 Duty: Duty Options: +10 XP, +2500 Credits [120,0]
Human free non-Career Skills: Stealth, Melee
Commander free Skills: Discipline, Leadership, Perception, Knowledge (Warfare)
Instructor free Skills: Discipline, Ranged (Heavy)
-120 XP: +1 Intellect, Cunning, Willpower, Presence [0,0]
+880 XP, 665 Duty: Legacy XP/Duty from retiring Spirit (50% of 1755 earned XP, 1325 Duty) [880,665]
+20 XP: +10 AoR char, +10 recruitment bonus [900,665]
-185 XP: Instructor Talents: Bodyguard x2, Conditioned x2, Encouraging Words, Grit x2, Improved Bodyguard, Master Instrutor, Natural Instructor, Physical Training, Toughened [715,665]
-20 XP: Imperial Academy Cadet (Universal) [695,665]
-210 XP: IAC Talents: By the Book x3, Command, Dedication, Formation Tactics, Grit, Improved Formation Tactics, Know the Enemy, Knowledge Specialization, Natural Scholar, Tactical Combat Training, Targeted Firepower [485,665]
-30 XP: Strategist (Commander) [455,665]
-115 XP: Strategist Talents: Command x2, Coordinated Assault, Dedication, Grit, Master Strategist, Ready for Anything x2 [340,665]
-340 XP: Various Skills [0,665]
-------------------------------------------------------------------------------------------------
1. Operation Low-Battery: 10,10 [1030,675]
2. Operation Azure Window: 5,10 [1035,685]
3. Operation Sight Analysis: 10,10 [1045,695]
4. Operation Stolen Goods: 10,10 [1055,705]
5. Operation Electric Boogaloo: 10, 5 [1065,710]
6. Operation Jake Break: 10,10 [1075,720]
7. Operation Stacked Deck: 25,15 [1100,735]
8. Operation Operation Mass Exodus(Boarding): 25,20 [1125,755]
9. Operation Sidestep: 25,20 [1150,775]
10. Operation Two Mynocks: 25,15 [1175,790]
11. Operation Amber Union: 25,15 [1200, 805]
12. Operation New Born: 25,15 [1225, 820]
13. Operation Medusa: 25,10 [1250,830]
14. Operation Muddy Boots: 25, 20 [1275,850]
15. Operation Saving Grace: 25,20 [1300,870]
16. Operation No Tag Backs: 25,20 [1325,890]
17. Operation About Time: 20,20 [1345,910]
18. Operation Iron Horse: 25,20 [1370,930]
19. Operation Brick: 25,15 [1395,945]
20. Operation Blitzkrieg: 25,15 [1420,960]
21. Operation Gouda: 25,15 [1445,975]
22. Off the Records: All Her Exes: 25,0 [1470,975]
23. Operation Missing Persons: 15, 15 [1485,990]
24. Operation Deployment: 20,20 [1505,1010]
25. Operation Long Tall Sally: 20,20 [1525,1030]
26. Operation Foxtrot Tango: 25,25 [1550,1055]
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***Motivation***: Drive: The Mission:
```The current assignment or mission drives this Commander. He stops at nothing to see that the orders he's been given are carried out, and carried out well. He doesn't give up easily, and he is considered to be a tenacious warrior by the troops who serve under him.```
***Duty***: Personnel:
```More than machines, credits, or information, the people of the Alliance are the most important and vital assets there are, and the Player Character knows this. He is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind; the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies. ```

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