Finn Onasi (SFL) [Retired] by Basseyjake

Species
Human Mandalorian
Career
Commander
Specializations
Commodore, Strategist, Imperial Academy Cadet, Ship Captain, Republic Naval Officer
System
Age of Rebellion

4
Threshold 13
Current 0
Threshold 22
Current 2
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
4
4
4
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 3
Athletics (Br) 0
Charm (Pr) X 3
Coercion (Will) X 0
Computers (Int) X 3
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 4
Leadership (Pr) X 5
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 4
Perception (Cun) X 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 5
Knowledge: Xenology (Int) 0

Attacks

Model 53 "Quicktrigger"
Range
Short
Skill
Ranged: Light
Stun setting
Damage
6
Critical
3
Energy Pistol
Range
Short
Skill
Ranged: Light
Accurate 4, Stun Setting
Damage
6
Critical
3

30
1510
23675
9/10

Weapons & Armor

==Weapons==
Model 53 "Quicktrigger" (cannot sell)

==Armours==
=Social=
Dress Uniform

=Heavy Combat=
Rebel Heavy Battle Armor
- Helmet Comlink Attachment
- Integrated Holsters Attachment (Shield and Pistol)
- Biofeedback System

=Light Combat=
Alliance Light Stealth Armor
- Helmet Comlink Attachment
- Integrated Holsters Attachment (Shield and Pistol)
- Biofeedback System

==Left Behind==
Energy Pistol (by Riv)
- Accurate 4
- Stun Setting

Segmented Armour
- Lightweight
- Sealable
- Spec Emb - Leadership
- 2 Extra HP (7 Total)
- Extra Soak (4 Total)
- Integral Attachment - Superior
- Vacuum Sealed Attachment
- Helmet Comlink Attachment
- Integrated Holsters Attachment (Shield and Pistol)
- Biofeedback System

Crafted Reinforced Clothing
- Special Embellishment
- Sealable

Shield
- Customizable (5 Total HP)
- 2x Defensive (3 Total)
- 3x Deflection

Old Segmented Armour

Riot Armour (cannot sell)

Personal Gear

==Equipped==

==Left Behind==
Symbol of Command ([b] to Leadership checks)

Load Bearing Gear

Crafted Specialist Tool
- Safety Features
- Lightweight 5

Assets & Resources

== Cooldowns ==
== Once per Encounter ==
By the Book (Incidental)

== Once per Mass Combat Phase ==
Master Strategist (OOT Incidental)

== Once per Session ==
Natural Scholar (Incidental)
Pride and Joy (Supreme) (Incidental)
Targeted Firepower (Action)
===========================

== Rewards ==
CR1: ATA
CR1: Holo-Tank
CR2: Formerly CR90 "The Asgard" (http://swsheets.com/v/ez5iysh5u)
CR2: Reinforced Armour Plating
CR3: Biofeedback System Attachment
CR3: QLC
CR4: EF76 Nebulon-B "Arkanis Reach" (http://swsheets.com/v/wt0ickvhk)
CR4: QLC
CR5: QLC
CR5: QLC
CR6: QLC
CR6: QLC
CR7: QLC
CR7: QLC
CR8: QLC
CR8: QLC
CR9: QLC
CR9: QLC
CR10:
CR10:
CR11:
CR11:
CR12:
CR12:
CR13:
CR13:

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Command (6) AoR p144 The character gains [b] per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add [b] per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Rapid Reaction (2) AoR p154 Suffer a number of strain to add an equal number of [success] to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction
Commanding Presence (3) AoR p144 The character removes [s] per rank of Commanding Presence from Leadership and Cool checks
Grit (5) AoR p148 Gain +1 Strain Threshold
Fire Control AoR p147 When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all combat checks from the starship or vehicle count the silhouette of the target as one higher than normal until the beginning of the character's next turn. This effect does not stack with multiple uses of the Fire Control maneuver
Dedication (4) Presence +1, Willpower +1, Intellect +1, Cunning +1
Solid Repairs The character repairs +1 hull trauma per rank of Solid Repairs whenever he repairs a starship or vehicle.
Ready for Anything (2) LbE p34 Remove [s] per rank of Ready for Anything on Mass Combat checks and Cool or Vigilance checks to determine Initiative order.
Master Strategist LbE p33 Once per phase during a mass combat, may suffer 2 strain to decrease difficulty of a Mass Combat check once.
Know the Enemy DoR p113 The character may choose to use the Knowledge (Warfare) skill when making checks to determine Initiative.
Formation Tactics DoR p112 The character may take the Formation Tactics action by making a Hard (ddd) Leadership check. If successful, he may choose a number of allies within short range equal to [s] 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.
By The Book (2) DoR p111 Once per encounter, before making a combat check, the character may suffer two strain to add automatic [ad] to the result equal to ranks in By The Book
Formation Tactics (Improved) DoR p113 The difficulty of taking the Formation Tactics action reduced to Average (dd) instead of Hard (ddd). The character may also spend [TRI] or 6[AD] to have the effect last until the end of the encounter.
Natural Scholar AoR p153 Once per game session, the character may reroll any one Knowledge skill check.
Targeted Firepower DoR p116 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 (ddd) Knowledge (Warfare) check. If successful, for the remainder of the encounter all allies within short range of the character add automatic [AD] to their combat attacks against that target equal to [SU] that the character gained in the check.
Pride and Joy DoR p115 The character chooses one starship or vehicle with a silhouette of 4 or higher that he owns (Arkanis Reach). This vessel is the character's "Pride and Joy" vessel. He upgrades the ability of all social skill checks he makes while within short range of the vessel once. If the vessel is ever list or destroyed, the character may apply Pride and Joy to a new starship or vehicle that meets the requirements. The process of modifying and acclimating to the new vessel may take some time at the GM's discretion. No two characters can have the same vessel as Pride and Joy.
Pride and Joy (Improved) DoR p115 While inside his Pride and Joy vessel, the character recovers one additional strain whenever he recovers strain and may spend [AD] on checks made to recover strain to allow an ally also within the vessel to recover one strain.
Field Commander AoR p146 The character may take a Field Commander action. By successfully passing an Average (dd) Leadership check, a number of allies equal to 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. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.
Seen a Lot of Things DoR p115 Whenever the character fails a Knowledge check, he may spend [AD][AD][AD] to roll the check again during his next turn
Encouraging Words DoR p112 When an ally within short range fails a check, the character may suffer 1 strain. If so the character may assist the next check that an ally makes this encounter as an out-of-turn incidental (rather than as a maneuver). The GM has final say as to which action can benefit from such assistance if the character is farther than engaged range.
Inspiring Rhetoric DoR p113 The character may take the Inspiring Rhetoric action; making an Average (dd) Leadership check. For each [SU], one ally within close range recovers one strain. For each [AD], one ally benefitting from Inspiring Rhetoric recovers one additional strain.
Inspiring Leadership DoR p113 The character may take the Inspiring Leadership action by making an Average (dd) Leadership check. If successful, a number of allies not exceeding his rating in Presence withing short range add automatic [SU] to their next skill check.
Trust the Captain DoR p116 The character may take the Trust the Captain action by making a Hard (ddd) Leadership check. If successful, for the remainder of the encounter all allies within short range increase their ranks in Discipline by an amount equal to the character's ranks in Trust the Captain.
Pride and Joy (Supreme) DoR p115 While inside his Pride and Joy vessel, once per session the character may reduce this vessel's silhouette by two (to a minimum of 0) for the remainder of the round and the following round. This lowered silhouette is used only for the purpose of combat and movement; it does not physically reduce the size of the vessel.
Steely Nerves AoR p157 Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower and Presence checks until the end of the encounter.
On My Order RotS p40 The character may take the On My Order action, making a Hard (ddd) Leadership check. If the check succeeds, the character chooses a number of crew aboard their ship equal to their Presence. Those crew members upgrade the ability of their next Gunnery check once, plus one time for every additional [SU][SU] on the check.
Fire When Ready RotS p39 The character may take the Fire When Ready action, making a Hard (ddd) Leadership check. If the check succeeds, the character chooses a number of crew aboard their ship equal to their Presence. Those crew members downgrade the difficulty of their next Gunnery check once, plus one time for every additional [SU][SU] on the check.
Galaxy Mapper AoR p148 The character removes [SB] per rank of Galaxy Mapper from his Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper).
Careful Planning RotS p38 Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if they had spent a Destiny Point.
Outmaneuver RotS p41 The character may take the Outmaneuver action, making a Hard (ddd) Knowledge (Warfare) check. If the check succeeds, the character chooses one enemy ship or vehicle in the current encounter for each [SU]. Until the end of the character's next turn, the chosen ships must perform one extra maneuver in order to move or change range bands relative to the characters ship or allies.

Force Powers

Force Rating
Power
Unmatched Authority
Description
Once per game session, as an action during an encounter in structured time, the character may spend 2 Destiny Points to gain the following ability for the remainder of the current round and two additional rounds. As an out of turn incidental, the character may suffer 2 strain to downgrade the difficulty of an ally's skill check once.
Upgrade Effect
Firm Resolve Increase strain threshold by 2 while Unmatched Authority is active.
Increase Effect: Reduce Difficulty May reduce the difficulty of an ally's skill check instead of downgrading the difficulty.
Endurance Reduce the strain cost to modify an ally's skill check with Unmatched Authority by 1
Duration Unmatched Authority lasts one additional round
Destiny Unmatched Authority costs 1 Destiny Point instead of 2
Duration Unmatched Authority lasts one additional round.
Increase Effect: Remove Setback May remove [s] from an ally's check instead of downgrading the difficulty.
Mass Combat The character can spend strain to modify Mass Combat checks with Unmatched Authority as through it was an ally's skill check.

Background

Joined the Republic Navy at 18. As a deckman, Was a courier, ammo runner, liason, aboard almost any Republic ship you can think of A to Z. Acclamators, Arquitens all the way to Venetors. Continued to serve aboard an Arquitens as Lieutenant Commander during the Galactic Empire. When the Senate was dissolved, he knew that he was on the wrong side but couldn't muster the courage to leave. Until Ayum...

Fearing the ambitions of Emperor Palpatine more than the justice he might face if caught, Finn decided to join the Rebellion’s fledgling navy. He is willing to helm ships great and small, contributing what he can to the fight ahead.

Motivation

**Motivation:** Drive - The Game
```War is a game, and this Commander sees every participant—including himself—as a playing piece on a board. He has a tendency to analyze battles tactically, dissecting them and learning from his mistakes. Every deed done is a series of moves or countermoves, every enemy officer is an opponent, and winning the game is the only acceptable outcome.```

Duties

**Duty:** Camaraderie 1365
```Each fighting unit is a family of sorts, and this is equally true within the ranks of the Alliance military. These Commanders seek to bring the troops together in a way that fosters trust, respect, and pride. By fostering the bonds that develop between comrades in combat, Commanders are able to strengthen morale and drive their people to fight harder and better than other, similar units. Unfortunately, camaraderie can have unfortunate results—alienation from fellow units, instances of hazing and initiation within the ranks, and overconfidence in the face of overwhelming odds.```
**Motivation:** Drive - Retirement
```Leading troops in war is a horrible business, a business Finn has been part of for a long time. As the Rebellion evolves into a young government Finn has realised he is part of the old guard from an old, outdated system. He wants nothing more than to pass the baton, retire and put it all behind him. Unfortunately, the conflict against the Empire's 'Task Force Wrath' is far from over. He must carry on and do his duty before he can reap the benefits of victory and live in peace.```

Description

Well kept beard (now shaven), greying temples, solid but undefined build.

Init
===
!init pc [pppaa][ss]

Common Actions
==============
**Leadership check.** *Presence 4, Leadership 5, Command (6), Commanding Presence (3) !roll[ppppabbbbbb]

==MOVE PEOPLE!==
**Field Commander (Action).** *Presence 4, Leadership 5, Command (6), Commanding Presence (3). Allies equal to his Presence may suffer one strain to perform one maneuver.* !roll[ppppabbbbbbdd]

==PLZ NO DESPAIR!==
**Fire When Ready (Action).** *Presence 4, Leadership 5, Command (6), Commanding Presence (3). Allies equal to Presence downgrade diff on next Gunnery check once, plus one more for every* :Success: :Success: !roll[ppppabbbbbbddd]

==HOLD THE LINE!==
**Formation Tactics - Improved (Maneuver + Action).** *Intellect 4, Warfare 5. Choose a number of allies within short range equal to :Success: 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 :Triumph: or 6 :Advantage: to have the effect last until the end of the encounter.* !roll[ppppadd]

==MOAR SUCCESS!==
**Inspiring Leadership (Action).** *Presence 4, Leadership 5, Command (6), Commanding Presence (3). 4 (Pre) allies within short range add automatic :Success: to their next skill check.* !roll[ppppabbbbbbdd]

==KEEP FIGHTING!==
**Inspiring Rhetoric (Action).** *Presence 4, Leadership 5, Command (6), Commanding Presence (3). Allies equal to :Success: can recovery 1 strain. :Advantage: can be on affected targets to recover additional strain.* !roll[ppppabbbbbbdd]

==PEW PEW!==
**On My Order (Action).** *Presence 4, Leadership 5, Command (6), Commanding Presence (3). Allies equal to Presence Upgrade ability on next Gunnery check once, plus one more for every* :Success: :Success: !roll[ppppabbbbbbddd]

==YOU CAN'T CATCH ME==
**Outmaneuver (Action).** *Intellect 4, Warfare 5. Until the end of the character's next turn, ships or vehicles equal to :Success: must perform one extra maneuver in order to move or change range bands relative to the characters ship or allies.* !roll[ppppaddd]

==MOAR PEW PEW!==
**Targeted Firepower (Action).** *Intellect 4, Warfare 5. All allies within short range of the character add automatic :Advantage: to their combat attacks against that target equal to :Success: .* !roll[ppppaddd]

==I GOT YOU, FAM!==
**Trust the Captain (Action)** *Presence 4, Leadership 5, Command (6), Commanding Presence (3).For the remainder of the encounter all allies within short range increase their ranks in Discipline by an amount equal to the character's ranks in Trust the Captain (1).* !roll[ppppabbbbbbddd]

Old Pic: http://conceptartworld.com/wp-content/uploads/2015/12/Star_Wars_RPG_Art_CristiB_BoosterTerrik.jpg

Other Notes

Total downtime earned: 1140hrs
Total downtime spent: 993hrs
Downtime remaining: 147hrs

Operations
=========
1. Operation Mass Exodus: 20xp, 25duty, 300cr, 24hrs
GM. Operation New Born: 20xp, 15duty
2. Operation Synchronicity: 25xp, 20duty, 300cr, 24hrs
3. Operation Here, Catch: 25xp, 25duty, 300cr, 24hrs
4. Operation Face Plant: 25xp, 20duty, 500cr, 24hrs
CR1
GM. Operation: Now This is Podracing: 20xp, 15duty
5. Operation Liquid Gold: 25xp, 10duty, 400cr, 24hrs
6. Operation Synchronicity II: 25xp, 25duty, 400cr, 24hrs
GM. Operation Pod One Out: 20xp, 15duty
CR2
GM. Operation Tip-Toe (GM): 15xp, 15duty
GM. Operation Hike: 15xp, 15duty
GM. Operation Shell Game: +10duty (xp to Zor)
7. Operation Smoked Gouda: 20xp, 25duty, 500cr, 24hrs
8. Operation Broken Wings: 20xp, 20duty, 600cr, 24hrs
CR3
9. Operation Stab in the Dark: 20xp, 25duty, 600cr, 24hrs
GM. Operation Puppet Master : 20xp, 15duty
GM. Operation Elron: 20xp, 10duty
10. Operation Forever Wanderer: 25xp, 20duty, 600cr, 24hrs
11. Operation Intrigue at Court : 25xp, 30duty, 700cr, 24hrs
CR4
GM. Operation Snoop: 20xp, 10duty
GM. Operation Iron Sights: 15xp, 15duty
GM. Operation Iron Plating: 15xp, 10duty
12. Operation Obsidian Night 25xp, 20duty, 700cr, 24hrs
GM. Operation Iron Vulture: 20xp, 15duty, 300cr, 12hrs
GM. Operation Kriskind: 15xp, 5duty, 300cr, 12hrs
13. Operation Semester on Land: 15xp, 25duty, 700cr, 24hrs
14. Operation Gizer Shuffle pt2: 15xp, 15duty, 800cr, 24hrs
CR5
GM. Operation Steel Teardrop: 20xp, 10duty, 300cr, 12hrs
15. Operation Steel Whispers: 25xp, 20duty, 800cr, 24hrs
GM. Operation Taldot Pilgrimage: 20xp, 15duty, 300cr, 12hrs
GM. Operation Now You See me: 20xp, 15duty, 300cr, 12hrs
16. Operation Promotion: 15xp, 15duty, 800cr, 24hrs
17. Operation Kerball Part II: 25xp, 20duty, 800cr, 24hrs
GM. Operation Steel Faces: 20xp, 5duty, 300cr, 12hrs
GM. Operation Tactical Fighters Where? 15xp, 15duty, 300cr, 12hrs
CR6
18. Operation Black Bridges: 15xp, 5duty, 900cr, 24hrs
GM. Operation Tranmissions From Within: 20xp, 15duty, 300cr, 12hrs
19. Operation ISD: 20xp, 25duty, 1000cr, 24hrs
CR7
GM. Operation We Be Winging It: 20xp, 15duty, 300cr, 12hrs
GM. Operation The Flaming Wyvern: 15xp, 15duty, 300cr, 12hrs
20. Operation Lightning Strike: 25xp, 25duty, 1100cr, 24hrs
CR8
GM. Operation Steel Nerves: 15xp, 10duty, 300cr, 12hrs
21. Operation Bastion: 15xp, 15duty, 1100cr, 24hrs
GM. Operation Steel Vigilante: 15xp, 10duty, 300cr, 12hrs
22. Operation Chasing Tin: 15xp,15 duty, 1100cr, 24hrs
CR9
23. Operation Rust Vulture: 20xp, 25duty, 1200cr, 24hrs
24 Operation Bastion Hunter 25xp 15duty 1200cr 24hrs
25 Operation Kill the Bird 15xp 5duty 0cr 0hrs
GM Operation Calling Card 20xp 10duty 300cr 12hrs
26 Operation Cardinal 20xp 15duty 1200cr 24hrs
27 Operation Chasing Tin II 25xp 20duty 1200cr 24hrs
GM Operation Tracking Fighter Whereabouts 20xp 5duty 300cr 12hrs
GM Operation Ship in Distress 10xp 10duty 300cr 12hrs
GM Operation For a Good Cause 20xp 15duty 300cr 12hrs
28 Operation Out of Reach 25xp 30duty 1300cr 24hrs
29 Operation Braha What 25xp 25duty 1300cr 24hrs
GM Operation Durasteel Slicer 20xp 15duty 300cr 12hrs
GM Operation Suska-Fubar 15xp 10duty 300cr 12hrs
GM Operation Durasteel Heart 20xp 10duty 300cr 12hrs
30 Operation Braha Who 20xp 20duty 1400cr 24hrs
31 Operation Braha When 15xp 20duty 1400cr 24hrs
GM Operation Pass the Baton 10xp 10duty 300cr 12hrs
GM Operation Durasteel Artifact 20xp 15duty 300cr 12hrs
32 Operation Can't Buy Happiness 20xp 15duty 1500cr 12hrs
GM Operation Durasteel Relics 20xp 10duty 300cr 12hrs
33 Operation Braha Now 10xp 20duty 1500cr 24hrs
GM Operation Fresh Voice 15xp 10duty 300cr 12hrs
34 Operation Message Maker 20xp 15duty 1600cr 24hrs
35 Operation False Flag 20xp 25duty 1600cr 24hrs
GM Operation Overlord: I 20xp 10duty 300cr 12hrs
GM Operation Overlord: II 20xp 15duty 300cr 12hrs
36 Operation Goes Around Comes Around 20xp 10duty 1600cr 24hrs

Spec Trees
=========
Commodore
· 5: □ ■ ■ □ Command / Rapid Reaction
10: □ ■ ■ □ Commanding Presence / Grit
15: □ ■ ■ □ Command / Rapid Reaction
20: □ ■ □ □ Commanding Presence
25: ■ ■ ■ □ Solid Repairs / Fire Control / Dedication (Presence)
Sig · ·| |
30: · · ■ Unmatched Authority
10: ■ ■ ■ ■ Duration / Firm Resolve / Duration / Mass Combat
15: ■ ■ ■ ■ Destiny / Endurance / Increase Effect: Setback / Increase Effect: Reduce Difficulty

Strategist
· 5: □ ■ ■ ■ Grit / Ready for Anything / Grit
10: □ □ ■ □ Command
15: □ □ ■ ■ Ready for Anything / Master Strategist
20: □ □ □ ■ Command
25: □ □ □ ■ Dedication (Willpower)

Imperial Academy Cadet
· 5: ■ □ □ □ Grit
10: ■ □ □ □ Know the Enemy
15: ■ ■ □ □ Formation Tactics / Command
20: ■ ■ □ □ Formation Tactics (Improved) / By the Book
25: ■ ■ ■ ■ Natural Scholar / Targeted Firepower / By the Book / Dedication (Intellect)

Ship Captain
· 5: □ ■ ■ □ Pride and Joy / Grit
10: □ ■ ■ □ Pride and Joy (Improved) / Field Commander
15: □ ■ ■ □ Encouraging Words / Seen a Lot of Things
20: □ ■ ■ ■ Inspiring Rhetoric / Trust the Captain / Pride and Joy (Supreme)
25: □ ■ □ □ Inspiring Leadership

Republic Naval Officer
· 5: □ ■ □ □ Command
10: □ ■ □ □ Commanding Presence
15: □ ■ □ □ Steely Nerves
20: ■ ■ ■ ■ Fire When Ready / On My Mark / Galaxy Mapper / Hyperspace Assault
25: □ ■ ■ ■ Dedication (Cunning) / Careful Planning / Outmaneuver

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