Jarem'artin'fehlgi (Criminal Version) by Jeremy5710

Species
Chiss
Career
Spy
Specializations
Sleeper Agent / FS Outcast
System
Force and Destiny

4
Threshold 15
Current 12
Threshold 15
Current 10
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
3
4
2
1

Skills

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

Attacks

Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting (Active - short range only) = causes strain not wounds
Damage
9
Critical
3
Fuison Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, Vicious 3
Damage
5
Critical
3
Inquisitor Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2
Inquisitor Lightsaber (dual bladed)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Linked 1, Unwieldy 2
Damage
6
Critical
2
Inquisitor Lightsaber (spin)
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Defensive 1, Deflection 1
Damage
6
Critical
2

5
435
225
9

Weapons & Armor

Concealing Robes (Add⬛ to notice or recognize someone wearing these robes)

Inquisitors Armor (2 soak, 1 def)

Holdout Blaster (Anyone Searching an individual carrying a concealed holdout blaster adds ⬛ to their Perception Check.)

Fusion Cutter (Can be used as a close-quarters weapon with a range of engaged, dealing 5 Damage, Critical rating of 3, Breach 1, Burn 3, Sunder and Vicious 3 weapon quality's)

Inquisitors Lightsaber (Standard Crystal)

Personal Gear

3-MAL Comlink (transmit up to medium range on the planetary scale. Encryption adds ⬛ to any check made to intercept and unscramble the signal. Monitoring a standard clear frequency on civilized worlds can add ⬛⬛ to Knowledge checks related to current events or conditions at the GM's discretion)

Slicer Gear

Concealed Escape Kit (Normally in the heel/sole of a boot or shoe, it contains multiple tools to help escape small cells or restraints, a typical kit includes wire cutters, durasteel file, a length of slicewire, miniature memory stick, small maps of the area (player should actively update this or be left with a map from somewhere else or even another planet), a single use laser cutter (works for one round or just enough time to cut through a lock or a bar or two).
Upgrade the ability of all mechanics and Skulduggery checks made to escape confinement once.
Most kits in shoes/boots come with a flexible monoknife that has the following profile: (Melee; Damage +1; Critical 3; Range [Engaged]; Pierce 1).
Upgrade the difficulty of checks to detect a concealed escape kit twice.

MK.III Modular Backpack (add 3 to encumbrance threshold)

Utility Belt (Add 1 to encumbrance threshold)
Military Belt Pouch (Can hold two items that have encumbrance 0 and user can draw these items as an incidental.)

Fusion Cutter (Can be used as a close-quarters weapon with a range of engaged, dealing 5 Damage, Critical rating of 3, Breach 1, Burn 3, Sunder and Vicious 3 weapon quality's)

Assets & Resources

Critical Injuries & Conditions

Crit 22

Talents

Name Rank Book & Page Description
Cunning Persona Sleeper Agent The Character may suffer 2 strain to make a Charm check with Cunning instead of Presence.
Codebreaker Sleeper Agent Remove ⬛ per rank of codebreaker from checks to break or decrypt communications. Decrease difficulty of checks to decrypt or break communications by 1.
Toughened Sleeper Agent Character gains +2 Wound Threshold
Well Rounded Sleeper Agent Choose any 2 skills, they permenantly become career skills. (Mechanics and Negotiation)
Grit (2) Sleeper Agent/Force Outcast Charachter gains +1 Strain Threshold
Analyze Data Sleeper Agent Once per session, after capturing enemy data the charachter may make an Analyze Data action, making a Knowledge (Warfare) check. Once during the remainder of the session, he may add sucess equal to Knowledge (Warfare) to one check related to that data.
Uncanny Senses Force Outcast Add (b) to perception per rank.
Secrets of the Force Force Outcast Knowledge Lore and lightsaber become career skills.
Parry Force Outcast If wielding a lightsaber or melee weapon when hit by a melee attack. Suffer 3 strain to reduce damage by 2 plus ranks in parry
Reflect Force Outcast If wielding lightsaber when hit by a ranger attack. Suffer 3 strain to reduce damage by 2 plus ranks in reflect.
Force Rating Force Outcast FR +1
Renegade Form Force Outcast When purchased, select a characteristic (Cunning) May use this in place of brawn when making lightsaber checks.
Quick Draw Force Outcast May draw or holster 1 item as an incidental per round
Sense Emotion Force Outcast Add (b) to all Charm, Coercion, and Deception checks unless target is immune to force powers.
Uncanny Reaction Force Outcast Add (b) to all Vigilance checks
Ravage Force Outcast Once per encounter may suffer 3 strain to add (FR) to a combat check targeting an engaged opponent. The character may spend (l/d) to add (s) or (a) to check results.
Dedication Force Outcast +1 Cunning

Force Powers

Force Rating
2
Power
Sense
Description
The force user can sense the force interacting with the world around him.

User may spend (l/d) to sense all living things within short range (including sentient and non-sentient brings) this may not be activated multiple times.

User may spend (l/d) to sense the current emotional state of one living target with whom he is engaged. May not be activated multiple times.
Upgrade Effect
Control The force user may Sense the thoughts of of one living being within engaged range by spending (l/d)
Control Ongoing effect: commit a force dice, once per round, when the force user makes a combat check. He upgrades the pool once.
Range Spend (l/d) Add 1 range band to sense thoughts
Control Ongoing effect: commit a force dice, once per round, when an attack targets the force user. He upgrades the difficulty of the pool once.
Strength When using sense’s ongoing effects. Upgrade the pool twice instead of once.
Duration Sense’s ongoing effects may be triggered one additional time per round.
Power
Warde’s Foresight
Description
The user can feel the force flowing around another individual to gain insight into what that person might do.

Spend (l/d) to gain hints about what an individual within short range is likely to do in the near future.
Upgrade Effect
Range Spend (l/d) May extend ability one range band per range upgrade purchased.

Background

Given his exceptionally high ability to pick up on social cues for a chiss, he was handpicked by the ascendancy’s intelligence service for a deep cover assignment to asses the viability of Chiss involvement with the galaxy at large, previously he was going through university to get a degree in warfare theory with a minor in cryptography. He had originally planned to follow in his parents footsteps as a military officer. He would finish that degree, but shortly after he would be called upon to serve. He was honored to do his duty, but also paid a great personal cost, his first high level assignment would inevitably separate him from the love of his life Sarh’nico’leryer. They had met in the Chiss school for young warriors, and never looked back. He has since heard rumors that she may have also joined ascendancy intelligence, but given the vast distance between the unknown regions where his home lies, and where he currently is, he cannot confirm it. Very few people know of their relationship. Such sacrifice is the price of his noble and clandestine duty to gather information.

His assignment takes him to the galactic republic’s home world of Coruscant, but as he approaches the planet he sees that the republic has morphed into the galactic empire. This changes nothing in his assignment, the players change but the game is still the same. As he is fleeing the imperial blockade, his ship takes a hit from battle debris in space, the pilot is killed, the droid takes over, and jumps wildly into hyperspace. Exiting above a random planets surface and descending from orbit, the shuttle crashes, and the droid is destroyed as well, its last useful act being to make a high speed emergency landing. He was rescued by local forces and dragged into a conflict between splintered factions of the Crimson Dawn.

Motivation

Maintaining his cover and classified mission at all costs in the hopes of someday returning home.

Morality

Duty:
(10) Tactical insight:

Wars are sometimes won before battles are ever fought. These PCs specialize in gathering information on imperial military tactics and using these secrets to exploit weaknesses in the empires deployment plans and strategies. They also attempt to undermine Imperial tactics by planting false data in imperial battlefield reports and allowing fabricated reports to "fall into enemy hands.”

Strength: Malleability

Weakness: Dogmatic



Description

5'10'' Blue skin, red eyes, Slicked back hair. Very intellectual, but with a better personality than an average Chiss. So accustomed to being a sleeper that he sometimes forgets what life was like back home. Sentimental about his time with his former love. Loves overcoming complex problems and navigating complicated assignments.

Many names, prefers artin or jarem.

Chiss Asset codename is: Vortex.

They agreed to communicate with him via mem-stik dead drops at Cantinas, coordinated by Fyn Der. Written in a cryptographic code that he wrote in college at the Chiss School of Warfare. There are precisely 4 people in the universe capable of translating this code and he is one of them. His handler, his lover, and the instructor from the school are the others.

Other Notes

Skills: Gain 1 rank in Cool; Racial: Remove ⬛ from checks imposed by poor lighting conditions

Knowledge: Warfare (1 rank)

Lost his left arm in an explosion during Operation double-talk then fled with Inquisitor Sarh’nico’leryer (current status unknown)

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