Kro Pa by WilhelmScreamer

Species
Drabatan
Career
Commander
Specializations
Squadron Leader (Starting), Commodore, Hotshot
System
Age of Rebellion

3
Threshold 12
Current 0
Threshold 18
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
3
1
3
3

Skills

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

Attacks

Z50 Grenade Launcher w/ Lightweight frame (-1 enc)
Range
Medium
Skill
Gunnery
Blast 6, Cumbersome 3, Limited Ammo 6
Damage
8
Critical
4
Rivet Gun
Range
Engaged
Skill
Ranged: Light
Ensnare 1, Inaccurate 2, Limited Ammo 1, Reduces the difficulty of Mechanics checks to repair Critical Hits on vehicles and starships by 1 (to a minimum of Simple [-]).
Damage
4
Critical
3
Welding Rod
Range
Engaged
Skill
Melee
Breach 1, Inaccurate 2
Damage
3
Critical
2
Liberated blaster pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3

0
825
5217
7/7

Weapons & Armor

A/KT Wing commander flight suit (1 soak 1 defense)
*Reduces strain received from Critical Hits to the wearer's vehicle by 1 (min 1).
*Reduce damage from fires and weapons with the Burn quality by 1.
Attachments: Helmet comlink

Rivet Gun (Decrease difficulty of checks to repair crits on starships by 1)
Welding Rod (Automatic Success to checks made to repair Droids/Vehicles/Starships)

SFL Free Gear: Z50 Grenade Launcher Attachment Lightweight frame (-1 enc, modified for an additional -1 encumberance for 3 encumberance), ADVERSE ENVIRONMENTAL GEAR

Personal Gear

Custom Toolbox (Add a boost to checks made to repair things, other users gain a setback instead) 5 encumbrance

Targeting goggles, treat targets as 1 silhouette. 1 encumbrance.

Verpine Headband: Allows the character to function above stran threshold at cost (1 encumbrance)

Cybernetics:
CAAF-2 Avionics Interface (+1 rank of both piloting skills, planetary craft that are not airspeeders must be sufficiently advanced)
Retinal Tracker (Advantage to Gunnery and Ranged Heavy Checks)
Biofeedback Regulator (+2 cybernetics capacity)
New prostetic leg, functions like the old one.

Backpack, +4 Encumbrance capacity, not equipped by default.

Assets & Resources

placeholder art: https://i.imgur.com/Cvsvgdr.png

CR 1 Rewards: Mechanics Workshop
T-47 airspeeder https://swsheets.com/v/km6ehn0la-ground-hugger
Cr 2 Rewards: Enhanced Repulsorlift attachment, Welding Rod

Burner ID provided by Dullis Nozad:
Mogatt Vel- Pilot for Rapid Environmental on Gizer

Critical Injuries & Conditions

Lost left leg to an Imperial Royal Guard (has a proper prostetic)

Talents

Name Rank Book & Page Description
Big Noise (species ability) Dawn of Rebellion 93 When making a Leadership or Coercion check, Drabatans can spend :Advantage::Advantage: to affect one additional character not originally targeted by the check or affect targets at one range band further than normal.
Grit 6 AoR CRB 146 Each rank of Grit increases a character's strain threshold by one.
Let's Ride AoR CRB 151 Once per round on the character's turn, the character may mount or dismount from a vehicle or beast, or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a maneuver
Defensive Driving 2 AoR CRB 145 Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving.
Field Commander AoR CRB 146 The character may take a Field Commander action. By successfully passing an Average 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.
Field Commander (Improved) AoR CRB 146 When taking a Field Commander action, the character may affect allies equal to twice his Presence. 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.
Command 2 AoR CRB 144 The character gains :boost: per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add :boost: per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Tricky Target AoR CRB 158 Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked, to a minimum of 0
Quick Strike 2 AoR CRB 154 The character adds :boost: per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.
Full Stop AoR CRB 147 When piloting a ship or vehicle, the character may take the Full Stop maneuver to immediately reduce the speed of the ship or vehicle to zero. The ship or vehicle then suffers one point of system strain for every point of speed it had before stopping.
Form on me AoR CRB 147 When the character performs the Gain the Advantage action, a number of allied vehicles equal to his ranks in Leadership and within close range also gain the benefits of the action on the target. These allied vehicles maintain the benefits until they leave close range with the character or the character loses the benefits of Gain the Advantage.
Situational Awareness AoR CRB 156 When in a starship or vehicle with functional coms, allies within short range add :boostBlank: to their Perception and Vigilance checks. Allies within close range add :boostBlank::boostBlank: instead. This talent operates on planetary scale, not personal scale.
Confidence 2 AoR CRB 144 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
Brilliant Evasion AoR CRB 144 The character may make the Brilliant Evasion action when piloting a vehicle or starship. The character selects one opponent and makes an opposed Piloting (Planetary or Space) check. If he succeeds, the opponent's vehicle or starship cannot make any attacks against the character's vehicle for a number of rounds equal to the character's Agility. Brilliant Evasion can only be performed once per encounter.
Solid Repairs 1 AoR CRB 156 Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs.
Galaxy Mapper 1 AoR CRB 148 Remove :setback: per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.
High G Training 3 Stay on Target 32 When a starship or vehicle the character is currently piloting would suffer system strain (either voluntary or involuntary), the character may suffer a number of strain up to his ranks in High-G Training. If he does, the amount of system strain the starship or vehicle suffers is reduced by that amount (to a minimum of 0).
Skilled Jockey 1 AoR CRB 156 The character removes ⬛ per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.
Shortcut 2 AoR CRB 155 During a chase, the character adds BOOST per rank of Shortcut to his checks made to catch or escape an opponent.
Dedication 1 AoR CRB 145 Willpower x 1
Rapid Reaction 2 AoR CRB 154 Suffer a number of Strain to add an equal amount of Successes to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Familiar Suns 1 AoR CRB 146 Once per game session the character may spend a maneuver to make a Hard :Difficulty::Difficulty::Difficulty: Knowledge (Outer Rim) or Knowledge (Core Worlds) check. If successful, the character is familiar with the type of planetary environment in which he finds himself. He knows whether the planet is likely to be inhabited and, if so, where habitation could be found. He also knows about environmental effects, hostile predators, or potential base locations.

Background

Born and raised as a brush pilot, when the empire muscled in on Pipada; Kro Pa was compelled to take his skills strafing hostile amphibious critters and turn them to strafing tie fighters. Kro Pa is confident in themselves, perhaps to an unhealthy degree.

Motivation

**Drive - Glory**
> Like every drabatan's favorite martyr, Kro Pa wants his name out there and in the lights. He will do what it takes to go go down as a legend or die trying.

Duties

**Duty - Placard Hunter**
> The pride of the empire rests on the few aces to its name; Kro Pa prioritizes the annihilation of the best and brightest above any other means of contributing the the cause.

Description

Height: 1.68m
Gender: Male
Hair: None
Appearance: As frog like as any others of his kind

Other Notes

Starting duty 20
20 Duty for 15 XP/+1000 Credits
Agility 4, Int 3, Presence 3
+15 XP SFL Boost, +10 SFL no recruit bonus
1 rank of Leadership from species

Free ranks : Cool, Discipline, Leadership, Knowledge (warfare) // Piloting (Space), Gunnery
Heroic resources: Flight suit, Avionics interface, 150 xp


Skill Ranks bought
▪ Mechanics - 1, 2, 3
▪ Gunnery - 2, 3
▪ Piloting (Planetary) - 1, 2, 3
▪ Piloting (Space) - 2, 3
▪ Vigilance - 1, 2
▪ Ranged (Light) - 1
▪ Astrogation - 1, 2, 3
▪ Discipline - 2
▪ Cool - 2
▪ Warfare - 2
▪ Computers - 1
▪ Outer Rim - 1
▪ Education - 1
▪ Coercion - 1


Squadron Leader Tree ( Starting)
· 5: ■ ■ ■ ■
10: ■ ■ ■ ■
15: ■ ■ ■ ■
20: ■ ■ ■ ■
25: □ ■ ■ ■
Commodore Talent Tree
· 5: ■ □ ■ ■
10: □ □ ■ ■
15: □ □ ■ □
20: □ □ □ □
25: □ □ □ □
Hotshot Talent Tree
· 5: ■ ■ ■ ■
10: □ ■ ■ ■
15: □ ■ ■ □
20: □ □ □ □
25: □ □ □ □

Operation First Shot (xp: 15, duty: 10, credits: 300, hours: 24) (1 speeder bike destroyed)
Sim Let God Sort It Out (xp: 5, duty: 0, credits: 0, hours: 0) (2 simulated tie kills, extensive simulated ton falk damage)
Operation Street Sweepers (xp: 15, duty: 10, credits: 300, hours: 12) (GM) (36 Remain)
Operation Nebula Soup (xp: 20, duty: 10, credits: 300, hours: 24) (5 stormttroopers) (60 Remain)
Operation Rebel Rendition 1 (xp: 25, duty: 20, credits: 300, hours: 24) (3 Tie fighters, 2 Tie brutes) (84 Remain)
Operation: White Dejarik (xp: 25, duty: 20, credits: 300, hours: 24)(10 Standard ties, 1 AT-DT, 1 Assist on a gozzanti mine layer)(108 Remain)
Spent 11 hours and 1303 credits hopping for a Targeting goggles and Lightweight frame (97 remain)
Earned Promotion to First Lieutenant
Operation Hell's Herald (xp: 25, duty: 15, credits: 300, hours: 24)(2 ties killed, 1 Arquittens cruiser destroyed)(121 hours remain)
Operation Maximum Phalanx (xp: 20, duty 10, credits 400, hours 24) (2 tie bombers, 2 tie interceptors, 1 standard tie and 1 Modified Lancer Frigate killed) (145 hours remain)
Claimed Cr 1 Rewards: mechanics workshop and T-47 airspeeder
Operation Measured Justice (xp: 20, Duty: 10, Credits: 300, Hours 12) (157 Remain) (GM)
Spent 6 hours and 350 credits procuring a verpine headband (151 remain)
Spent 144 hours on 15 xp, then bought Commodore, astrogation 1, Solid repairs 1, and Galaxy mapper 1 (7 Hours remain)
Operation Two Birds (xp: 20, Duty: 10, Credits: 400, Hours 24)(31 Remain)(One gunship captured, 3 hatewings destroyed on purpose and 5 in crashes)
Operation Icy Steel (xp: 25, Duty: 20, Credits: 400, Hours 24)(55 Remain)(1 AT-ST, 1 entrenched gun, and 2 AT-Haulers haulers destroyed. Assist on ITT)
spent 50 credits on modifying the lightweight frame for grenade launcher and getting a backpack for another 50
Operation High Riders (xp: 20, Duty: 15, Credits: 400, Hours 24)(79 Remain)(3 Tie fighters destroyed, extensive damage to Imperial Base)
Spent 48 hours on 5xp (31 Remain)
Earned promotion to captain
Operation Spoiling Strike (xp: 15, Duty: 5, Credits: 400, Hours 24)(55 Remain)(Damage to an Arquitens and Golan)
Operation Victory Road (xp: 15, Duty: 15, Credits: 400, Hours 24)(79 Remain)(Shot down a pair of bandits)
Operation Corsair Quarry (xp: 25, Duty: 10, Credits: 400, Hours 24)(103 Remain)(Disabled 2 B-wings serving Wella, Lost 25 credits playing cards with Specter 7)
Operation Seek and Show (xp: 15, Duty: 15, Credits: 300, Hours: 12)(115 Remain) (GM)
Purchased Hotshot Tree out of career for 40 XP, Hit CR 2 and claimed rewards.
Spent 16 hours and 2,505 Credits on a Retinal Tracker cybernetic and Rivet Gun (99 Remain)
Spent 42 hours fixing a pair of borrowed B-Wings (57 Remain)
Spent 500 credits modifying Repulsor attachment
Operation Into the Fire (xp: 25, Duty: 15, Credits: 500, Hours 24)(81 Remain)(1 AT-PT walker, at least 5 imperial army troopers smashed by walker, 1 tie fighter, 1 imperial tank crew)
Spent 11 hours returning from Ondara and repairing snowspeeder (70 remain)
Operation: Toil and Trouble (xp: 25, Duty: 10, Credits: 500, Hours 24)(94 Remain)(4 Standard ties, 1 tie interceptor, 1 tie bomber destroyed, freed the harpax)
Operation: Sanctuary - Crepuscular Spear (xp: 25, Duty: 10, Credits: 500, Hours 24)(118 Remain)(Shot a missile out of the sky, survived the second death star, met Luke Skywalker and Anakin Skywalker) (ended with stunned, scattered senses, headringer, and maimed crits)
Did mission report for Crepuscular Spear - +5 duty
Operation Blunderdome (xp: 15, Duty: 15, Credits: 300, Hours: 12) (GM) (130 Remain)
Spent 10 hours and 1650 credits getting a biofeedback regulator (120 remain).
Spent 12 hours repairing another b-wing with a still broken leg (108 Remain)
Spent 5 hours trying to mend bonds with Asori Fenn, also got 50 credits (103 Remain)
Spent 28 hours having all critical injuries treated. (75 remain)
Claimed a prostetic limb from command.
Promoted to Major.
Operation Into the Fire (xp: 20, Duty: yes, Credits: 500, Hours 24) (99 Remain) (Ion'd out 1 tie ace for capture)
Task Force Genesis (XP: 60, Duty: n/a, Credits: 3000, 72 Hours) - 12 Rounds of intense battle over Uyter (171 Hours remain)
Spent 12 hours fixing his ship (159 Hours remain)
Spent 96 Hours on 10xp (63Remain)
Operation Jumping Jacks (xp: 15, Duty: no, Credits: 500+Blaster Pistol, Hours: 24)(87 Remain)(Splashed 3 Starwings)
Operation Grommet Strike (xp: 15, Duty: yes, Credits: 500, Hours: 24)(111 Remain)(1 Confirmed Command AT-AT kill and 5 mobility kills on AT-ATs)
Spent 3 hours repairing a crit on Blue 5 (108 remain)

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