Character Name

Zebrist Fev'al by stewartturkeylink

Species
Bothan
Career
Sentinel
Specializations
Shadow
System
Force and Destiny

4
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
3
3
3
3

Skills

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

Attacks

Shoto Lightsaber
Range
Engaged
Skill
Brawl
Accurate 2, Breach 1, Sunder, Vicious 1
Damage
9
Critical
1

260
90
6/8

Weapons & Armor

Tailored Armored Jacket:

Add ω to any successful Charm, Deception, or Negotation checks.

Concealing Robes:

Add ■ to checks to notice or recognize an individual wearing concealing robes.

Model 31 Palm Stunner:

Use on unaware target with opposed Skulduggery vs. Resilience check. Success incapacitates a minion or deals 12 strain to rival or nemesis. Each ☼ adds 1 damage.

Shoto Lightsaber:

Ilum Crystal (Changes Base Damage to 6 Mod, Changes Base Critical Rating to 2 Mod, 1 Grant Quality (Breach 1) Mod, Quality (Sunder) Mod, 1 Damage +4 Mod, 1 Quality (Vicious 1) Mod, 1 Decreases Critical by 1 Mod), Custom Grip (1 Remove 1 ■ from all attack checks when using this weapon Mod, Anyone other than owner adds ■■ to combat checks using this weapon., 1 Quality (Accurate 1) Mod)

Personal Gear

Microdroid Listener

Planting this device unnoticed requires an opposed Skulduggery vs. Vigilance check. Once planted, requires a Daunting (◆◆◆◆) Vigilance check to locate.

False Voice Transmitter

When impersonating an individual voice, may upgrade Charm, Coercion, Deception, Leadership, and Negotiation checks once.

Verdicator 200

Add □□ to checks to discern whether another character is lying or omitting significant information., Add □□ to checks to ascertain another character's mental state.

Dataspike x2

Adds □□ to any Computers check made to slice computers, Adds □ to any attempt to locate the use of a data breaker in a computer system

Scramble Key

Bypasses simple locks within 5 minutes. May attempt Daunting (◆◆◆◆) Skulduggery check to speed up process. Each ☼ reduces time by one minute. Failure triggers alerm. Force users may add power check, adding ☼ or ω for each φgenerated.

Ascension Pistol:

Average (◆◆) Ranged Light check to fire grappling hook up to medium range. Action to reel in cord., Average (◆◆) Athletics check to reel in himself and another character.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Book & Page Description
Codebreaker 1 Remove ■ per rank in Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Convincing Demeanor 1 Remove ■ per rank of Convincing Demeanor from any Deception or Skulduggery checks.
Dodge 1 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Mental Fortress Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
Slight of Mind 1 Add □ to all Stealth checks unless the opposition is immune to Force powers.
Well Rounded Charm, Discipline as career skills
Indistinguishable Upgrade difficulty of checks to identify character once per rank of Indistinguishable.
Street Smarts 1 Remove ■ per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

Force Powers

Force Rating
Power
Misdirect [Mentor]
Description
The Force user creates illusions to fool those around him.

The user may spend φ to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object..
Upgrade Effect
Range Spend φ to increase power's range by a number of range bands equal to Range upgrades purchased.
Control: Appearance The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Power
Influence [Mentor]
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of other.

Special Rule (○/● use): When guiding and shaping thoughts, only φ generated from ● may be used to generate negative emotions such as rage, fear, and hatred. Only φ generated from○ may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from φ generated from either ○ or ●.

The character may spend φ to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Magnitude Spend φ to increase targets affected equal to Magnitude upgrades purchased.
Control: Emotion/Belief The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends φ and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Control: Skills When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend φ to gain ☼ or ω (user's choice) on the check.
Power
Enhance [Mentor]
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.

The user may spend φ to gain ☼ or ω (user's choice) on the check.
Upgrade Effect

Background

1) How did you discover your force sensitivity?

One day when giving an important Intelligence briefing to my superiors I became quite nervous and managed to turn myself invisible in front of everyone. Quite a shock to the officers assembled. Good memory that one.

2) Describe a moment where you fell prey to your moral weakness or experienced a tragedy/horror that still haunts you.

Early in my career as an intelligence analyst I attempted to promotion exam to field agent. My mentor cautioned me I was to young an inexperienced, but I went ahead anyway.

Shocking all my peers and superiors with my performance I aced the exam and was promoted to field agent. My mentor’s words proved to be prophetic and my first assignment was a catastrophic failure. I was doomed to write intelligence reports for the rest of my career. Worst of all I lost the respect of a man I considered to be a father.

3) How did you come to join the NJO?

I mean see above. Would you really want to be stuck writing intelligence reports forever? My career was dead. Here I can train and learn to harness the Force. I’m sure I’ll be a Jedi Knight in no time. Then it’s on to politics.

4) Name one NPC your character has a strong connection with. This could be a family member, a friend, a work contact, or a bitter rival.

My Mentor

An old Rebellion vet who oversaw me since Bothan Martial Academy. Like a second father to me. Really more like just a father, because mine wasn't good at being around. Or caring much. This relationship has become estranged since my earlier failure. My success at the Praxeum will remind him of my worth.

The Story of my Crystal.

During a mission with Usuph to infiltrate something on Colomex I was captured. I escaped into the urban sprawl, but lost all my gadgets and was pursued. I managed to evade capture, take refugee in a scrap yard. It was there I found a crystal. Picking together parts from the scrap I could construct a working lightsaber. I made my way to the spaceport and had one final bloody confrontation with my pursuers. I managed to steal a ship and make my way back to the academy.


Motivation

Relationship: Clan

The character has a large extended family, clan. or tribe that he deeply loves. He seeks both their comfort and approval despite the many voices clamoring in his ear for attention.

Morality

Ambition:

An ambitious character sets a lofty goal for himself and then strives to accomplish it. The harder the task, the more willing the character is to take it on, and the greater the triumph when he finally succeeds.


Impatience:

The many great things that the character wants to achieve are not all possible in one lifetime, so the character sometimes makes compromises in order to achieve more. His need for immediate achievement might even prove self-destructive, interfering with his long-term goals.

Description

Trim, fit and tall (for a Bothan) Zebrist comes in a bit under average height for a human. He cuts a dashing figure in his exquisitely tailored jacket, matching pants tucked into shiny boots, cloak and well groomed fur.

Other Notes

Obligation: Something to do with regaining his standing in the New Republic and more importantly Bothan intelligence communities. Not sure what yet. Value of 10.

Mentor: Usuph, Jex

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