Jarem'artin'fehlgi (SFL Operative) by Jeremy5710

Species
Chiss
Career
Spy
Specializations
Sleeper Agent/Recruit/Infiltrator/Analyst/Skip Tracer
System
Age of Rebellion

5
Threshold 18
Current 0
Threshold 18
Current 5
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
4
6
4
1

Skills

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

Attacks

"Right tool" Datapad Holdout Blaster (at home)
Range
Short
Skill
Ranged: Light
Stun Setting (Active - short range only) = causes strain not wounds
Damage
5
Critical
4
A28-CFE Convertible Heavy Blaster Pistol (Pistol Configuration)
Range
Medium
Skill
Ranged: Light
Stun Setting (Active - short range only) = causes strain not wounds
Damage
8
Critical
3
A28-CFE Convertible Heavy Blaster Pistol (Rifle Configuration)
Range
Long
Skill
Ranged: Heavy
"Accurate 1 (Passive) = Add 1 Boost die to all checks, Pierce 1 (Passive) = Ignore 1 soak Stun Setting (Active - short range only) = causes strain not wounds"
Damage
8
Critical
3
"Last Resort" (Concealed Escape Kit)
Range
Engaged
Skill
Melee
Pierce 1
Damage
+1
Critical
3
Garrote Chrono
Range
Engaged
Skill
Brawl
Suffocates on Sucess, Stun setting
Damage
+0
Critical
N/A
Vibroknife w/ Monomolecular and Serrated Edge
Range
Engaged
Skill
Melee
Pierce 2, Vicious 2
Damage
+1
Critical
1
“Special Projects” HBP w/ Intg. Superior and B.A.M. and Custom grip
Range
Long
Skill
Ranged: Light
Superior, Accurate 3, Pierce 1, Stun, Remove K, Intg Shadowsheath, Concealment 4
Damage
12
Critical
3

0
1765
12890
14/15

Weapons & Armor

Embellished Spy Armor (2 hp, 2 soak, +a on stealth)(at home)

Special Operations Armor
w/ Intg. Holsters and OCS and Scannerweave, Holocam
2 soak (4/6hp) (1enc)(1 defense m/r)(sealed)((a) and upgrade stealth)

A280-CFE (spend a maneuver to convert between modes)

“Fehlgi’s Finesse” HBP w/ Custom Grip and B.A.M
Accurate 4, Innacurate 1, remove k, Pierce 2, Stun, Intg. Shadowsheath, Concealment 2
(9 damage, crit 3)

“Special Projects” HBP
11 Damage, Stun, Accurate 2, Pierce 1

Garrote Chrono (2 upgrades to detect it)

Personal Gear

Precision Instrument Skulduggery 2 (enc)
- Remove ■ ■ from all Skulduggery checks when using this item.
- Compact: Add ■ ■ ■ to checks to find this item on the wearer's person
- Safety Features: Add automatic advantage to Skulduggery checks made by this weapon
- Integrated Holdout Blaster
(at home)

"Codebreaker Data Analyzer" Custom Slicing Kit
- Remove ■ ■ from all Computers checks when using this item.
- Compact: Add ■ ■ ■ to checks to find this item on the wearer's person
- Safety Features: Add automatic advantage to Computers checks made by this weapon
- Supreme Craftsmanship: Upgrade checks with Computers skill

Tradecraft Assistance Datapad with concealed spy tools "All in one"
- Remove ■ ■ from all Skullduggery checks when using this item.
- Compact: Add ■ ■ ■ to checks to find this item on the wearer's person
- Safety Features: Add automatic advantage to Skullduggery checks made by this tool.
- Supreme Craftsmanship: Upgrade checks with Skullduggery

"Whisper" Stealth Nano-weave Insulation
- Remove ■ ■ from all Stealth checks when using this item.
- Compact: Add ■ ■ ■ to checks to find this item on the wearer's person
- Safety Features: Add automatic advantage to Stealth checks made by this tool.
- Supreme Craftsmanship: Upgrade checks with Stealth

“Real Time” Biometric scanning lens
- Add automatic success on Deception checks
- Supreme Craftsmanship: Upgrade checks with Deception

“Closer Analysis” Perception Contact
- Remove (kk)
-Supreme Craftsmanship
-Safety Features

Skullduggery implant muscular stabilizer “Tricks of the Trade”
-Ion Shield
-1 rank skullduggery
-Unobtrusive 4
Located in hand

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

Disguise Kit (Skulduggery check to see if disguise works. Difficulty decided by GM. Possibly opposed check depending on who's being fooled.)
-Imperial officers uniform
-Imperial customs agent uniform

Advanced Flesh Camouflage Kit
(Drastically change appearance to a genetic level even fooling bioscanners, requires a Formidable (ddddd) Perception Check to see through it)

Lockpick set (Counts as a tool kit for the purposes of opening mechanical and simple electrical locks)(At Home)

MK.III Modular Backpack+ 6 pouches (add 8 to encumbrance threshold)

Earbud commlink (hard perception check to spot)

Merr-Sonn Rider Ascension Pistol
As an action make a Average (dd) Ranged (Light) check to fire a grappling hook onto a object at medium range, as an action he may reel in the cord pulling himself to the target or an unsecured object to himself. To pull up a passenger as well make a Average (dd) Athletics Check to avoid losing grip of the pistol or partner

Microdata Pocket Attaché : (dddd) base difficulty computers to access data, failed check deletes data.

Surveillance Scanner

3-Mal Comlink

Encryption Module

Affide Crystal

Scramble Key (dddd) for any electroninc lock. failure immediately sets off all alarms.

Fingerprint Masque
Depending on the scanner checking the fingerprints may fool scanner with any Cool or Deception check at GMs discretion up to Hard (ddd) depending on how advanced the scanner is, if biometric scanner operator has reason to be suspicious it may require a opposed social skill check vs the operator's computers skill. The operator must make a Daunting (dddd) Perception check to notice a fingerprint masque on a persons fingers

Mechanics Toolkit

Assets & Resources

-Has extremely detailed knowledge on Lantilles Slap Falcons

-has stolen and currently owns the following IDs for crafting purposes or is otherwise familiar with them:

TIE Pilot
ISB
Uyter Civillian
Imperial Customs
Imperial Army Officer
Stormtrooper

———————————————————
Imperial Customs Agent (BACKSTOPPED)
Agent Fyn Der (Human)
Imperial Customs:
Contraband Seizure Division (Cleared to carry restricted gear through customs checkpoints)
———————————————————
Jarred Smith (Uyter Civilian BACKSTOPPED)
Human
Narratively generic name, easily forgotten/hard to search
———————————————————
Agent Jorn Ulbrecht
ISB Special Operations Division
Gadget Designer (not weird to have strange tech on him)
———————————————————
Agent Jarvis Fieldmoore
Deep Cover Agent assigned to Ryloth
ISB Special Operations Division
———————————————————
ISB Internal Affairs Major Jax Drakenz
Human (BACKSTOPPED)
———————————————————
Col. Jarn Arks
ISB Investigations Division
Ruusan
———————————————————
(Placeholder ID)
———————————————————
Imperial intelligence badge (2 boost to resist fear checks)
----------------------------------------------------------------------------------------------------------------------
Informants/Sources:

Agent Kaz ISB (Avenelle-only)
L-15 ISB Agent (Works for Jax Drakenz)
----------------------------------------------------------------------------------------------------------------------

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Basic Combat Training Recruit Brawl and Ranged (Light) become career skills
Codebreaker 3 SA/Analyst Remove ⬛ per rank of codebreaker from checks to break or decrypt communications. Decrease difficulty of checks to decrypt or break communications by 1.
Toughened 3 SA/Recruit Gain +2 Wound Threshold
Analyze Data SA Once per session, after capturing enemy data the character may make an Analyze Data action, making a (ddd) 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.
Bypass Security 2 SA Remove ⬛ per rank of Bypass Security from checks made to disable a security device or open a locked door.
Inside Person SA Once per session may spend a destiny point to establish he has been undercover in an identified enemy base or large vehicle. For the remainder of the session add aa to checks he or his allies make assosciated to that locations.
Dedication SA (Cunning +1)
Natural Charmer SA Once per session may reroll a Charm or Deception check
Inside Knowledge SA Once per session while inside an enemy facility or large vehicle, make a {ddd} Skulduggery check, if sucessful may find a personal scale item at rarity cunning +2 or gain a narrative benefit.
Cunning Persona SA The PC may take 1 strain to make a charm check using Cunning instead of Presence.
Well Rounded SA 2 skills beceome permanent career skills (Mechanics/Piloting:Space)
Creative Killer SA Decrease crit rating of improvised weapons by 1 to a minimum of 1
Convincing Demeanor 2 SA Remove ⬛ per rank of Convincing Demeanor from all Deception and Skullduggery checks.
A Step Ahead SA Once per session the PC may take 2 strain to count their Cunning as 1 higher for the duration of the encounter.
Quick Draw Recruit Once per round, may draw a weapon or item as an incidental
Second Wind 3 Recruit (3) Once per encounter may use a Second Wind Incidental to recover strain equal to ranks in Second Wind
Grit 6 Recruit/SA/Infiltrator Gain 1 ST.
Jump Up Recruit May stand up from seated or prone as an incidental.
Dynamic Fire Recruit When engaged with an opponent, take 2 strain to avoid increasing the difficulty.
Dedication Recruit Cunning +1
Defensive Stance 1 Infiltrator Once per round. Take strain equal to ranks to upgrade the difficulty of the next melee or brawl attack by an equal number until next turn.
Dodge 2 Infiltrator When targeted in combat, may take strain equal to ranks to upgrade an incoming attack by the same number.
Natural Rogue Infiltrator OPS reroll skullduggery or stealth.
Master of Shadows Infiltrator May take 2 strain to decrease difficulty of a stealth or skullduggery
Clever Solution Infiltrator May use cunning instead of a linked characteristic once per session
Dedication Infiltrator +1 cunning
Technical Aptitude 1 Analyst Decrease computers related task time by 25% per rank
Supporting Evidence 1 Analyst When assisting an ally with a Charm, negotiation, deception, or leadership check add automatic (a) equal to ranks
Indistinguishable 2 Innate Upgrade difficulty of checks to discover identity per rank.
Enduring Recruit +1 soak
Natural Programmer Analyst Computers reroll
Encoded Communique Analyst Upgrade computer checks to break into comms by ranks in computers
Stroke of Genius Analyst Replace linked characteristic with int.
Knowledge Specialization 1 Analyst May spend triumph on Knowledge warfare checks to add success equal to ranks.
Know it all Analyst OPS mayy remember one important fact as though a DP was being spent
Dedication Analyst +1 willpower
Researcher 2 Analyst (K) remove on knowledge
Rapid Recovery 1 Skip Tracer May recover 1 additional strain when recovering strain.
Good Cop 1 Skip Tracer (Aa) to upgrade an ally’s charm or negotiation check = to ranks.
Improved Street Smarts Skip Tracer May make a (ddddd) streetwise or underworld check to gain a vital clue from the GM.
Street Smarts 2 Skip Tracer Remove (k) from streetwise and underworld checks.
Informant Skip Tracer OPS may reveal a contact who can shed light on a chosen subject.
Dedication Skip Tracer Will +1
Frenzied Attack 1 Infiltrator Strain = ranks = upgrades melee/brawl
Soft Spot Infiltrator DP flip + damage = cunning
Nobody’s Fool 1 Skip Tracer Upgrade incoming charm, coercion, deception checks once per rank.

Force Powers

Force Rating
Power
Unmatched Tradecraft
Description
Once per session, as an incidental, after the PC rolls for a Deception check, but before resolving the results. He may spend 2 destiny points to remove one (d) from the pool. The results from that dice are ignored and the check is then resolved as normal.
Upgrade Effect
Increase Number Works on 1 additional dice per usage
Increase Effect Unmatched Tradecraft works on setback dice.
Frequency Unmatched Tradecraft Can be used 1 additional time per session.
Change Skill Can be used for Stealth instead of deception
Increase Effect Unmatched Tradecraft works on challenge dice.
Change Skill Can be used for Skullduggery instead of deception
Destiny Cost 1 less destiny point
Increase Number Works on an extra dice
Power
Counterespionage
Description
Once per session the character may spend 2 destiny points, to make an opposed knowledge warfare vs deception check against an identified enemy agent or espionage leader. If successful the player utterly foils one previously identified ploy or tactic associated with that enemy’s act of espionage. The exact nature of how the character accomplishes this must be approved by the gm, But it should be suitable cunning and clever. Note that the enemy character does not need to be close or even physically present for this ability to work and the GM has final say on which NPCs are valid targets.
Upgrade Effect
Add Boost (2) (B) on check to activate ability
Change Skill May use Charm instead
Turn Agent On a triumph on a successful check to secretly turn the target into a double agent working for the character.
Destiny Costs 1 point less
Remove setback (2) -(k) on check to activate.

Background

Member of house Nuruodo, changed his name following his "death" in service to the empire. During that time, he worked Counterterrorism, Counterintelligence, Counterpiracy, Customs, and Cryptography.

Served aboard the Asgard, the Luminous, and the Arkanis Reach, as a sensor technician to learn the inner workings of Capital Ships. Bone to pick with the ISB for personal reasons. Highly knowledgeable in Cryptography and enjoys breaking into Imperial systems. SpecOps deep cover infiltrator, very good at what he does. Also a master forge and known to dabble in analytics and recruitment. A man of many talents.

Grudge against ISB Agent Sey Zure, for leaving him for dead and killing his partner. Joined SFL after faking his death following a raid gone bad due to Sey being dirty, a local morgue assisted him and directed him to Alliance Intelligence recruiting. Only his closest friends are aware of this. After roughly a year with SFL, he has made new friends and a new life and is beginning to open up to people.

Several of his friends including Rom Selka, Selena, and Jace Keller died in service to the rebellion this past year in a short time. As a result he is finally beginning to experience serious emotions for the first time in his life, which has begun to cloud his usually logical thinking. While at the same time, finding he has very few friends left, he throws himself deeper into his work. He participated in the assassination of Agent Dhen and the prevention of the gas attack against uyter civillians, as his first official Special Projects assignment. Though not originally an assassin he is growing accustomed to his new role.

Motivation

Secrets/Retrieval: Tradecraft often involves penetrating enemy security systems to gain access to secrets, and some find this the grandest game of all. Only when battling their opposite numbers and stealing their secrets do these Spies come alive

Duties

Anti-ISB Efforts: The empire has a vast information network headed by the imperial security bureau, or ISB, PCs with this duty focus on undermining this work with actions that specifically target the ISB, such as feeding false info to known moles, recovering captured prisoners from ISB detention cells, developing profiles of ISB agents, and ensuring that agency spends its resources on dead end leads.

CR (9)
Duty (975)

Special Agent: Undercover Operations and Special Projects Divisions

(2 missions till next promotion opportunity)

Description

5' 5" very unassuming features, aside from his silver streaks in his stark black hair. Kills only when strictly necessary. Strongly prefers finesse over brute force. Is very aware of the social stigma surrounding Chiss and uses it as an opportunity to mess with people around him. Good natured and always looking for ways to help. Becoming increasingly overconfident in his abilities as he continues to advance.

Speaks: Basic, Cheunh, Huttesse, Bothan, Mando’a

Avid reader. Mostly Mystery/Biographics and the occasional romance novel to keep his charms sharp.

Other Notes

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

81 R&R

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