Omin Wist by StormUK

Species
Gossam
Career
Diplomat
Specializations
Propagandist / Charmer / Ambassador / Senator
System
Age of Rebellion

4
Threshold 12
Current 0
Threshold 16
Current 10
Ranged 0
Melee 0

Placeholder Image

Characteristics

1
2
2
4
3
6

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 3
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 3
Coordination (Ag) 0
Deception (Cun) X 3
Discipline (Will) X 1
Leadership (Pr) X 3
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 3
Perception (Cun) X 3
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) 0
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) X 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 0
Knowledge: Xenology (Int) X 0

Attacks

Merr-sonn Model 53 "Quicktrigger" Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
6
Critical
3

0
900
11115
8/11

Weapons & Armor

Merr-sonn Model 53 "Quicktrigger" blaster pistol (4 HP)

Stylish reinforced clothing (special embellishment: Charm - one advantage on checks, extra soak, superior)

BPEA-1A Cascader (adds one upgrade to Charm, Deception and Leadership checks)

Veridicator 200 (adds □□ to checks to discern if another character is lying or omitting significant information and □□ to checks to ascertain another character's mental state. Can only monitor one specified target nearby at a time.)

Personal Gear

Backpack
Breathmask
Concealed recorder
Comlink
Dalabar SDS-632 Surveillance Detector (add □□ to Perception and Vigilance checks to detect bugs in short range.)
Datapad
Glow rod
Holo-messenger
MDD-12 "Mercantiler" datapad
Utility belt

Assets & Resources

237 hours R&R

V-35 courier landspeeder

Communications media manipulator
False voice transmitter

Banal Apparel

Traders reinforced clothing (special embellishment: negotiation - one advantage on checks, extra soak, extra melee and ranged defense)

Catch Vest (Soak value 2 against all energy-based weapons, Soak 1 otherwise)

Nimo Twim - Deep cover backstopped ID, weather satellites business (advantage on social checks with ID)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Bad Press Once per session, choose an organization and make a Hard (♦♦♦) Deception check. On success, organization members have their wound thresholds reduced by 1, plus 1 per three Successes, until the end of the session.
Congenial 3 May suffer a number of strain to downgrade the difficulty when making a Charm or Negotiation check or upgrade difficulty when targetted by a Charm or Negotiation check by an equal number. Strain suffered in this way cannot exceed ranks in Congenial.
Dedication x3 +2 Presence, +1 Willpower.
Disarming Smile 1 Take the Disarming Smile action; succeed an Opposed Charm check to lower the target's defense rating by ranks in Disarming Smile until end of the encounter.
Don't Shoot! Once per session as an action make a Hard (♦♦♦) Charm check. On a success, cannot be the target of combat checks to the end of the encounter or until making a combat check.
Inspiring Rhetoric Take an Inspiring Rhetoric action; make an Average (♦♦) Leadership check. One ally for each Success, in short range, recovers 1 strain. Spend an Advantage for 1 affected ally to recover 1 additional strain.
Inspiring Rhetoric (Improved) Each ally affected by Inspiring Rhetoric gains □ on all skill checks for a number of rounds equal to ranks in Leadership.
Intense Presence Spend 1 Destiny point to recover strain equal to Presence rating.
In the Know 1 Remove ■ up to ranks in In the Know from checks to get information from people or disseminate news. Minion NPCs do not realize this character’s allegiance in interviews.
Works like a Charm Once per game session, make one skill check with Presence rather than the characteristic linked to that skill.
Just Kidding! Once per round as an Incidental, spend 1 Destiny point to ignore a Despair generated on a social check by the character or an ally in short range.
Grit 3 Gain 1 Strain Threshold.
Kill with Kindness 2 Remove ■ per rank from all Charm and Leadership checks.
Natural Charmer Once per session, may reroll any one Charm or Deception check.
Nobody's Fool 1 Upgrade difficulty of incoming Charm, Coercion and Deception checks once per rank.
Positive Spin 3 [SFL] +5 Duty per rank for each character in session whose Duty is met at end of a mission.
Indistinguishable 2 Upgrade difficulty of checks to identify character once per rank.
Resolve 2 When suffering involuntary strain, suffer one less strain per rank to a minimum of one.
Positive Spin (Improved) Once per session, if no PC’s Duty triggered, make an Easy (♦) Charm check to have one PC’s Duty trigger.
Savvy 1 Add □ per rank to Charm and Negotiation checks.
Toughened 1 Gain +2 wound threshold per rank.
Respected Delegate 1 Downgrade difficulty of social skill checks when dealing with government institutions outside of homeworld a number of times equal to rank.
Well Rounded Streetwise and Skulduggery gained as career skills.
Unmatched Insight Signature Ability Twice per game session, during an encounter or scene involving one or more other sentient creatures, the character may spend a Destiny Point. The character immediately becomes aware of the emotional states, basic histories and motivations of up to 5 chosen participants in the scene. The character also upgrades all social checks twice against one of these participants of their choice until the end of the encounter.

Background

Omin was born and raised on Castell, the gossam homeworld. Whilst the brutal tactics employed by the planets installed Governor (and Moff of the Sector) made any Resistance a particularly dangerous proposition, Omin found himself in a position to help then eventually joined a fledgling resistance cell. Some good was done, but the acts of reprisal committed by the Empire often outweighed their successes.

Finally, perhaps acting more out of desperation, the cell attempted a high risk strike at a small Imperial outpost, hoping to free a number of important prisoners that had been recently transferred there. This proved to be a trap.

Only Omin survived, as a non-combatant member monitoring from a distance, the rest of his cell killed or executed alongside the prisoners held within shortly afterwards as another one of the Moff's examples to the people.

Realizing the cell was likely compromised, he quickly sought passage off planet to avoid a similar fate to his unfortunate comrades. His gut instinct proved correct when he saw his name on a wanted list and discovered that his small home had been torched by a Stormtrooper squad.

Leaving Castell on a tramp freighter, he headed out of the Colonies into the Mid Rim, paying his way as a working passenger.

An old acquaintance on Gizer quietly arranged a meet with a contact for the Rebel Alliance in the Lantillian sector, at which he was vetted. Soon he found himself stepping off a shuttle ramp onto the hanger floor of Ayum base.

Motivation

Motivation - Justice
The character has a strong, unshakable sense of right and wrong, and he sees the injustices of Imperial rule throughout the galaxy. He is committed to seeing justice brought back to the galaxy, and he wishes those who have betrayed it to receive the punishment they deserve.

Duties

Duty - Support
Often, Rebel cells are ragtag groups with diverse backgrounds and allegiances, making a little internal conflict inevitable. When tensions flare and the group splinters, nobody accomplishes their objectives. Omin seeks to foster cohesion and cooperation, soothing bruised egos and reigning in other Rebels' wild impulses. As long as the party is operating in unison, he is doing his job.

Description

Omin tends to dress neatly but relatively conservatively for a gossam, preferring anonymity as was his want back with his original Rebel cell on Castell due to the heavy Imperial presence that they usually had to deal with there.

Well spoken in the majority of the more widespread galactic languages and having at least a smattering knowledge of several others, he feels more comfortable holding a conversation than a blaster.

Other Notes

Gossam: 110/115 XP (+15 XP from exchanged Duty, Cunning to 4, Presence to 4), Deception 1, Silhouette 0.
+20 XP from SFL recruitment bonus

Initial Gear (425/500 Credits): Banal apparel, backpack, comlink, datapad, MDD-12 "Mercantiler" datapad

Purchased (-4785 Credits)
Personnal: BPEA-1A cascader, breathmask, communications media manipulator, concealed recorder, glow rod, surveillance detector, utility belt
Goodweather: Hyperdrive generator 0.5 mod, onboard amenities unit

Propagandist Talent Tree (135 XP spent)
· 5: ■ ■ ■ □ Grit / Positive Spin / In the Know
10: □ ■ ■ □ Positive Spin (Improved) / Positive Spin
15: ■ ■ □ □ Bad Press / Well Rounded
20: ■ □ □ □ Toughened
25: ■ ■ □ □ Positive Spin / Dedication (Presence)

Charmer Talent Tree (30+200 = 230 XP spent)
· 5: □ ■ ■ ■ Inspiring Rhetoric / Kill with Kindess / Grit
10: □ ■ ■ □ Improved Inspiring Rhetoric / Congenial
15: □ ■ ■ □ Works like a Charm / Disarming Smile
20: □ ■ ■ ■ Congenial / Just Kidding! / Intense Presence
25: ■ ■ ■ □ Natural Charmer / Dedication (Presence) / Don't Shoot!

Ambassador Talent Tree (30+60 = 90 XP spent)
· 5: ■ ■ ■ □ Indistinguishable / Kill with Kindess / Nobody's Fool
10: ■ ■ □ □ Indistinguishable / Grit
15: □ ● □ □ Inspiring Rhetoric (from Charmer)
20: □ ● ● □ Works like a Charm & Intense Presence (from Charmer)
25: □ ● ■ □ Natural Charmer (from Charmer), Dedication

Senator Talent Tree (40+40 = 80 XP spent)
· 5: ■ ■ □ □ Resolve / Respected Delegate
10: ■ ■ ■ □ Resolve / Savvy / Congenial
15: □ ● □ □ Inspiring Rhetoric (from Charmer)
20: □ ● □ □ Improved Inspiring Rhetoric (from Charmer)
25: □ □ □ □

Unmatched Insight (105 XP spent)
30: Base Signature Ability
10: ■ □ ■ ■ Discern Motives / Increase Number / Frequency
15: ■ ■ ■ □ Leverage / Destiny / Leverage

Charm 3, Cool 1/2/3, Deception 2/3, Discipline 1, Leadership 2/3, Negotiation 2/3, Perception 2/3, Skulduggery 1, Streetwise 1 (150 XP)

Missions
..1 ▪ Operation Black Spot: +10 XP +5 Duty +300 Credits +2500 Credits extra obtained from mission (145 XP / 10 Duty / 2875 Credits)
..2 ▪ Operation Freedom's Beginning: +20 XP +15 Duty +300 Credits (165 XP / 25 Duty / 3175 Credits)
..3 ▪ Operation Geloshk’s Invitation: +25 XP +25 Duty +300 Credits (190 XP / 50 Duty / 3475 Credits)
..4 ▪ Operation Silent Warning: +30 XP +25 Duty +300 Credits (220 XP / 75 Duty / 3775 Credits)
..5 ▪ Operation Moonraker: +55 XP +35 Duty +300 Credits (275 XP / 110 Duty / 4075 Credits) ► CR 1: Hyperdrive generator, luxury passenger cabins
.....▪ Operation Housebroken: +40 XP (GM'd, 315 XP)
..6 ▪ Operation Early Bird: +35 XP +30 Duty +400 Credits (350 XP / 140 Duty / 4475 Credits)
..7 ▪ Operation Wheel and Deal: +30 XP +30 Duty +400 Credits (380 XP / 170 Duty / 4875 Credits)
.....▪ Operation Sidestep: +20 XP (GM'd, 400 XP)
..8 ▪ Operation New Born: +20 XP +35 Duty +500 Credits (420 XP / 205 Duty / 5375 Credits) ► CR 2: YT-1760 Light transport, V-35 courier landspeeder
..9 ▪ Operation Bynarria Shuffle: +15 XP +35 Duty +500 Credits (435 XP / 240 Duty / 5375 Credits)
10 ▪ Operation Gruuba Games: +25 XP +30 Duty +500 Credits -300 Credits (460 XP / 270 Duty / 5575 Credits)
.....▪ Operation Archery: +20 XP (GM'd, 480 XP)
11 ▪ Now this is Podracing: +20 XP +35 Duty +600 Credits (500 XP / 305 Duty / 6175 Credits) ► CR 3: False voice transmitter , ________
.....▪ Operation Monastery: +20 XP (GM'd, 520 XP)
12 ▪ Operation Hand Out: +25 XP +30 Duty +600 Credits (545 XP / 335 Duty / 6775 Credits)
13 ▪ Operation Little Birds: +20 XP +25 Duty +600 Credits (565 XP / 360 Duty / 7375 Credits)
14 ▪ Operation Idle Hands: +10 XP +35 Duty +700 Credits (575 XP / 395 Duty / 7975 Credits)
.....▪ Operation Spider Bite: +20 XP (GM'd, 595 XP)
.....▪ Operation Stress Test: +20 XP +15 Duty +300 Credits / 12 hours (GM'd, 615 XP / 410 Duty / 8275 Credits) ► CR 4: ________ , ________
15 ▪ Operation Huttball Sidelines: +30 XP +30 Duty +800 Credits (635 XP / 440 Duty / 9075 Credits)
16 ▪ Operation Mountain Climber: +25 XP +10 Duty +800 Credits (660 XP / 450 Duty / 9875 Credits)
17 ▪ Operation For a Good Cause: +25 XP +35 Duty +800 Credits (685 XP / 485 Duty / 10675 Credits)
18 ▪ Operation Strange Satellites: +20 XP +30 Duty +900 Credits (705/720 XP / 515 Duty / 11575 Credits) ► CR 5: Veridicator 200, ________
19 ▪ Operation Parlay: +25 XP +10 Duty +900 Credits (745* XP / 525 Duty / 11475 Credits)
20 ▪ Operation Fruity Tootie: +15 XP +10 Duty +900 Credits (760 XP / 535 Duty / 12375 Credits)
21 ▪ Operation Ground Spoor: +20 XP +30 Duty +900 Credits (780 XP / 565 Duty / 13275 Credits)
22 ▪ Operation Fighting Fires: +20 XP +15 Duty +900 Credits (800 XP / 580 Duty / 14175 Credits)
.....▪ Operation Stress Test: +20 XP +10 Duty +300 Credits / 12 hours (GM'd, 820 XP / 590 Duty /14475 Credits)
23 ▪ Operation Community Services: +20 XP +10 Duty +1000 Credits (840 XP / 600 Duty / 15475 Credits) ► CR 6: ________, ________
24 ▪ Operation Beast-Riders: +20 XP +15 Duty +900 Credits (860 XP / 630 Duty / 16375 Credits)
.....▪ Operation Stress Test: +20 XP +10 Duty +300 Credits / 12 hours (GM'd, 880 XP / 640 Duty /16675 Credits)
.....▪ Operation Hammer Throw: +20 XP +10 Duty +300 Credits / 12 hours (GM'd, 900 XP / 650 Duty /16975 Credits)

R&R
624 hours
-243 hours trading/crafting
-144 hours converted to 15 XP*
= 237 hours

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