Character Name

Renn Mosyk by Ryldor

Species
Clawdite
Career
Diplomat
Specializations
Ambassador, Recruit, Charmer, Politico, Propagandist, Quartermaster, Senator
System
Age of Rebellion

4
Threshold 17
Current 0
Threshold 23
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
2
6
2
6

Skills

Skill Career? Rank Roll
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) X 3
Coercion (Will) 0
Computers (Int) X 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) X 3
Discipline (Will) X 4
Leadership (Pr) X 2
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 2
Perception (Cun) X 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 4
Skulduggery (Cun) X 3
Stealth (Ag) 0
Streetwise (Cun) X 2
Survival (Cun) X 0
Vigilance (Will) X 0
Brawl (Br) X 0
Gunnery (Ag) 0
Melee (Br) 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 0
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 0
Knowledge: Xenology (Int) 0

Attacks

SKZ Sporting Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Damage
8
Critical
4
Quicktrigger Pistol
Range
Medium
Skill
Ranged: Light
Accurate 2, Pierce 2
Damage
9
Critical
3

0
1505
31410
7/11

Weapons & Armor

SKZ Sporting Blaster Rifle,
Padded Armor,
Stormtrooper Armor,
Quick-trigger Pistol with Custom Grip, Blaster Actuating Module and Electronic Sighting System

Diplomat's Robes

Personal Gear

Comlink, Hand Scanner, Datapad, Extra Reload, 2 Stimpacks, Model 58 Concealment Holster, Military Belt Pouch, Scanner Goggles, Electrobinoculars, Backpack, Saline Pump, Mercantile Datapad, Cascader, Earbud Comlink, Palm Stunner, Verpine Comlinks.

Assets & Resources

51 hours
Rewards: 2 CR 2 TBD, 1 CR 3 TBD, 2 CR 4 TBD
Hologoggles (Resilience)

Cascader - Upgrade Charm, Leadership and Deception checks.

Specialist Resilience tool - Upgrades Checks Twice (grandfathered in before rule change), One auto Success and one auto Advantage.

Specialist Skulduggery tool - Upgrades Checks, One auto Success and one auto Advantage.

Critical Injuries & Conditions

Talents

Name Book & Page Description
Kill With Kindness Ranks: 2 The character removes (Setback) per rank of Kill with Kindness from his Charm and Leadership checks.
Nobody's Fool Ranks: 3 The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
Grit Ranks: 11 Each rank of Grit increases a character’s strain threshold by 1
Indistinguishable Ranks: 1 The character's appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable.
Inspiring Rhetoric (Improved/Supreme) The character may take the Inspiring Rhetoric action; making an Average (PP) Leadership check. For each (Success) one ally within close range recovers one strain. For each (Advantage), one ally benefiting from Inspiring Rhetoric recovers one additional strain. In addition: Each ally affected by Inspiring Rhetoric gains (Boost) on a skill checks for a number of rounds equal to the character's ranks in Leadership (this does not stack with itself.) The character may voluntarily suffer 1 strain to perform Inspiring Rhetoric as a maneuver instead of an action.
Congenial Ranks: 3 May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when target by Charm or Negotiation checks, by an equal number Strain suffered this way cannot exceed ranks in Congenial.
Changeling As an action, may suffer 3 strain and make an Average (PP) Resilience check to change appearance to match a previously-observed silhouette 1 character. Observer must make an opposed Perception vs. Deception check to detect that something is amiss.
Disarming Smile Ranks: 1 The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If he succeeds, decrease the target’s defense (melee and ranged) by a number equal to the character’s ranks in Disarming Smile (to a minimum of 0) until the end of the encounter.
Just Kidding! Once per round as an incidental, when the character or any of his allies in short range generates (Despair) on a social skill check, the character may spend one Destiny Point to convert a single (Despair) generated on the check to (Failure). When he does this, he must explain what he says or does to smooth things over after the verbal misstep.
Don't Shoot Once per session, the character can take the Don’t Shoot! action to make a Hard (PPP) Charm check If he succeeds, he cannot be the target of a combat check until the end of the encounter or until he makes a combat check. This player must explain how he talks his way out of being associated with his party’s combatants, and the GM has final say on whether his ruse succeeds.
Dedication Ranks: 3 (Cunning), 2 (Presence) Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Natural Charmer Once per game session, the character may reroll any one Charm or Deception check.
Second Wind Ranks: 3 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Intense Presence The character may spend one Destiny Point to recover Strain equal to Presence rating.
Quick Draw Once per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Jump Up Once per round on the character’s turn, the character may stand up from prone or a seated position as an incidental
Toughened Ranks: 3 The character increases his wound threshold by two per rank of Toughened.
Plausible Deniability Ranks: 2 The character removes (Setback) per rank of Kill with Kindness from his Coercion and Deception checks.
Scathing Tirade The character may take the Scathing Tirade action by making an Average (PP) Coercion check. For each (Success) one enemy within short range suffers one strain. The character can also spend (Advantage); for every (Advantage) spent, one target already affected suffers 1 additional strain.
Works Like a Charm Once per game session, the character can choose to make one skill check using Presence, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his social ability is helping him overcome this challenge.
Cutting Question Once per encounter, the character may make one Coercion skill check using his Deception skill. The character’s Deception skill is combined with his Willpower characteristic to form the dice pool. When the character takes the Cutting Question incidental, the player must explain how, in this particular instance, his Deception skill is helping to erode his foe's resolve
Resolve Ranks: 2 When the character suffers strain, he suffers one less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss.
Dodge Ranks: 1 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Positive Spin Ranks: 1 When any character’s Duty would increase by 1 or more, it increases by that amount plus 1 per rank of Positive Spin instead.
Informant Once per game session, the character may reveal a contact who possesses information on a particular subject of his choice. When the character does this, he must explain how he knows this contact and how the contact can shed light on the matter in question. The contact should be available to the PCs, but the GM decides what the contact’s expertise might cost.
Confidence Ranks: 1 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check
Intense Focus Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.
Know Somebody Ranks: 2 Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step per rank of Know Somebody.
Smooth Talker (Deception) Ranks: 1 When a character first acquires this talent, he chooses one skill: Deception. When making checks with that skill, he may spend Triumph to gain additional Successes equal to his ranks in Smooth Talker.
Sound Investments Ranks: 2 At the beginning of each game session, the character gains credits equal to his ranks in Sound Investments times 100. How this money is earned is up to the player and CM, and could be actual investments, business dealings, or even a small legal or illegal side business. The GM can also decide that the current events of the adventure may make these funds temporarily unavailable.
Bought Info When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncancelled Success. At the GM's discretion, the character may not be able to use this ability if the information sought is particularly hard to find, or if the character is in a situation where he could not purchase information (such as marooned on a planet with no access to the HoloNet).
Master Merchant Before making a check when buying or selling items, or undertaking or paying off Obligation, the character may choose to suffer two strain. If the check succeeds, he sells the item for 25% more than base cost, buys it for 25% less, pays off an additional one Obligation point, or undertakes one less Obligation point.

Background

Unlike most Clawdites who are born on Zolan, Renn Mosyk was born to his mother and father, Prum and Lorvel respectively, on the Outer Rim world of Eczar. There his parents worked as technicians for one of the large financial institutions of that world. The Clawdite stigma followed them, but their hard work and commitment eventually won most of their coworkers over.

Renn was a stereotypical rich kid, living off of his parent's hard work, spending every cent they gave him on whatever frivolous fancy caught his eye. It was only when they got fed up with his spending that they forced him to look for work. Everyone knew that though Renn was clever, he didn't inherit his parent's brains so he wouldn't be following them into the technical world. Instead he got a job in financial sales, mostly over comms, where his species was less likely to bother potential clients. He did well and was soon earning decent money on his own.

The Mosyk's would probably have led a charmed life if the Empire hadn't decided to annex the company. They accused the company's Chairman of embezzling millions of credits, necessitating that the company turn over control to Empire for the good of all of its shareholders/investors . Unfortunately for Renn's family, the Chairman had enough connections to make a deal, agreeing to fabricating evidence that it was the shape-shifters who were responsible if he could avoid prison and keep his pension. Playing upon long standing fears, he was able to switch the blame to the senior Mosyk's, who were quickly tried, convicted and sentenced to life in one of the Empire's penal labor camps. Renn could only scream his goodbye as his parents were led away, never to be seen again.

His personal reputation was also tainted and he was immediately fired. With his parent's assets seized and his earnings squandered, he had little. He tried applying at several places but was unable to find work and used his remaining funds to travel to Zolan, a homeworld he didn't know.

He'd worked odd jobs for friends of his parent's for a couple of years, the former rich kid living in squalor, when a bit of news reached him. The former Chairman had taken ill and made a deathbed confession about his role in the theft of the funds, as well as the Empire's knowing collusion in his parent's imprisonment.

Rage filled Renn. He couldn't get revenge against the Chairman. He'd died before the news reached Renn. But he could hurt the Empire. He spent several months studying every duplicitous tactic he could from other Clawdites before setting off in search of the Rebellion.

Motivation

Motivation: Drive/The Mission - The current assignment or mission drives this character. 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 quite tenacious by those who serve with him.

Duties

Duty: Intelligence (990) - The PC knows that every victory hinges on knowing as much about the Empire's military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. He not only wants to know what the Imperial military factions are up to, but also the state of technological research, economic policies, and other aspects of Imperial strength.

Description

http://swsheets.com/v/kxsncccl1-the-after-party

Renn's Alts:
https://docs.google.com/document/d/1Xio98Jo8_k5SAkNFyJPpV-9xEFaVXWb5iUXTN3JhJq4/edit?usp=sharing

Other Notes

15 XP, 10 Duty, 24 hours and 300 credits from Operation Open Line
15 XP, 20 Duty, 24 hours and 300 credits from Operation Unshackled II
25 XP, 25 Duty, 24 hours and 300 credits from Operation Navarone
20 XP, 25 Duty, 24 hours and 300 credits from Operation Con Air
25 XP, 25 Duty, 24 hours and 400 credits from Operation Talk the Talk
New CR reached. Onboard Amenities Unit; Luxury Passenger Compartments
20 XP, 5 Duty, 24 hours and 400 credits from Operation Elicit Action
25 XP, 15 Duty, 24 hours and 400 credits from Operation Conscience
25 XP, 15 Duty, 24 hours and 400 credits from Operation True Ambitions
25 XP, 15 Duty (w/ Mission Report), 24 hours and 400 credits from Operation Next
30 XP, 10 Duty, 24 hours and 400 credits from Operation Sum of its Parts
25 XP, 15 Duty, 24 hours and 400 credits from Operation Beachcombing
96 hours traded for 10 XP.
20 XP, 20 Duty, 24 hours and 400 credits from Operation Freedom's Beginning
25 XP, 10 Duty, 24 hours and 500 credits from Operation Snow White
New CR Reached. 2 CR Rewards TBD.
96 hours traded for 10 XP.
30 XP, 15 Duty, 24 hours and 500 credits from Operation Housebroken
25 XP, 35 Duty, 24 hours and 500 credits from Operation New Born
20 XP, 15 Duty, from Operation Bottoms Up (GM)
25 XP, 20 Duty, 24 hours and 500+2500 credits from Operation Song and Dance
25 XP, 20 Duty, 24 hours and 600 credits from Operation Pod One Out
New CR Reached. SoroSuub Personal Luxury Yacht 3000; TBD
25 XP, 20 Duty, 24 hours and 600 credits from Operation Safe House
25 XP, 30 Duty, 24 hours and 600 credits from Operation Little Birds
25 XP, 20 Duty, 24 hours and 600 credits from Operation Star Performance
20 XP, 15 Duty, from Operation Temple (GM)
25 XP, 20 Duty, 24 hours and 700 credits from Operation No Name
New CR Reached (415). Pseudo-Cloaking Device. Whisperthrust Engines
25 XP, 15 Duty, 24 hours and 700 credits from Operation Acquisition Dyonix
20 XP, 10 Duty, 24 hours and 700 credits from Operation Turf War
25 XP, 30 Duty (with Mission Report), 24 hours and 700 credits from Operation Business Trip
25 XP, 10 Duty, 24 hours and 700 credits from Operation Broken Wings
20 XP, 20 Duty, 24 hours and 800+1000 credits from Operation A Pirate’s Life for Me
New CR Reached (500). 2 CR Rewards TBD
25 XP, 25 Duty (with Mission Report), 24 hours and 800 credits from Operation Twisted Pear
25 XP, 20 Duty, 24 hours and 800 credits from Operation Stuck In Traffic
20 XP, 15 Duty, 12 hours and 300 credits from Operation Spice Of Life (GM)
240 hours traded for 25 XP.
25 XP, 5 Duty, 24 hours and 800 credits from Operation Flyboys
25 XP, 15 Duty, 24 hours and 800 credits from Operation Circle is Complete
25 XP, 30 Duty, 24 hours and 900 credits from Operation Huttball Sidelines 1
New CR Reached (610). 2 CR Rewards TBD
25 XP, 15 Duty, 24 hours and 900 credits from Operation Hard Bargain
144 hours traded for 15XP.
25 XP, 25 Duty, 24 hours and 900 credits from Operation Huttball Sidelines 2
25 XP, 25 Duty, 24 hours and 900 credits from Operation Pinions
25 XP, 15 Duty, 24 hours and 900 credits from Operation Carpet Weaver
15 XP, 15 Duty, 24 hours and 1000 credits from Operation Braha Now
New CR Reached (705). 2 CR Rewards TBD
25 XP, 10 Duty, 24 hours and 1000 credits from Operation False Flag
15 XP, 20 Duty, 24 Hours and 1000 credits from Operation Master of Coin
20 XP, 25 Duty, 24 hours and 1000 credits from Operation Hollow Smile
25 XP, 15 Duty, 24 hours and 1000 credits from Operation From The Bottom
192 hours traded for 20 XP.
25 XP, 5 Duty, 24 hours and 1000 credits from Operation Wella's Wares
25 XP, 20 Duty, 24 hours and 1100 credits from Operation There's Something About Kaller
96 hours traded for 10 XP.
New CR Reached (800). 2 CR Rewards TBD
20 XP, 25 Duty, 24 hours and 1100 credits from Operation Joint Venture
20 XP, 20 Duty, 24 hours and 1100 credits from Operation Whack A Mole
25 XP, 20 Duty, 24 hours and 1100 credits from Operation Tech Support
25 XP, 20 Duty, 24 hours and 1100 credits from Operation Call Closer
20 XP, 40 Duty (with Mission Report), 24 hours and 1200 credits from Operation Fighting Fires
New CR Reached (930). 2 CR Rewards TBD
15 XP, 20 Duty, 24 hours and 1200 credits from Operation Declaration
144 hours traded for 15 XP.
20 XP, 5 Duty, 24 hours and 1200 credits from Operation Maximum Ambition
25 XP, 35 Duty, 24 hours and 1200 credits from Operation Back Again

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