Vek Baustrade by jmg

Species
Twi'lek
Career
Smuggler
Specializations
Pilot, Force Sensitive Exile, Seer, Ataru Striker, Jedi Knight
System
Force and Destiny

6
Threshold 14
Current 0
Threshold 18
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

2
4
2
2
3
4

Skills

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

Attacks

Green Dantari Crystal Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder. When making a Force power check as part of a combat check, may spend FP to recover 2 strain. 2/5 Hard points used. Enc 1.
Damage
7
Critical
1
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting, Set Trigger, Enc 2.
Damage
7
Critical
2
Stun Grenade (2)
Range
Short
Skill
Ranged: Light
Disorient 3, Blast 8, Limited Ammo 1, Stun Damage
Damage
10
Critical
None
Training Stick
Range
Engaged
Skill
Lightsaber
Accurate 1, Disorient 1, Stun Damage, Enc 2.
Damage
3
Critical
5

0
1605
1400
6/8

Weapons & Armor

Heavy Blaster Pistol
-Enc 2, Hard Points 2/3
-Mods:
-Set Trigger (+1 Success, +1 Threat to first attack of encounter, +1 success mod remaining)

Dantari Crystal (Remaining Mods)
- 2 Damage +1 Mods

2 Stun Grenade

Modified Combat Armor
- Soak 4
- Lightweight
- 4 Hard Points (0 used)
-Superior
- Encumbrance 2, 0 when
worn
- Attachments added:
Chedak Communications
Multi-Band Comlink

Personal Gear

On his person:
Custom Long coat (can hide up to 2 Enc)
Heavy Blaster (Enc 2)
Lightsaber (Enc 1)
0 stimpacks
Commlink
1 Extra Reload (Enc 1)
Utility belt
Glow rod (Enc 1)
Military belt pouch (contains 1 stimpacks)
Rebreather (Enc 1)
Environmental Suit
Jedi Robes from the Star Destroyer on Weik (treat as heavy clothing)
On the ship:
Crafted Deflective Armor
(+1 defense, +2 soak, 1 unused Hard point, Enc 0, 1 if not worn.)
Sith lightsaber crystal, hilt, training stick

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Desert Dweller F&D, 62 Remove 1 Setback imposed due to arid or hot environmental conditions.
Uncanny Senses 1 EoE, 277 Add boost die per rank to all Perception checks.
Skilled jockey (Rank 2) 2 EoE, 83 Remove setback die per rank on Piloting (Planetary or Space) checks.
Full throttle EoE, 83 Hard piloting check, increase top speed by 1 for rounds equal to Cunning.
Uncanny Reactions (Rank 3) 3 EoE, 277; F&D, 83 Add boost die per rank on all Vigilance Checks.
Quick Draw EoE, 277 Once per round, draw or holster a weapon or accessible item as an incidental.
Touch of Fate EoE, 277 Once per session, add 2 boost dice to any roll.
Insight EoE, 277 Perception and Discipline become career skills.
Street Smarts 1 EoE, 277 Remove setback per rank of Street Smarts from Knowledge (Underworld) and Streetwise checks.
Dedication (Rank 3) 3 EoE, 277, F&D, 87; RotS, 26 +1 to any characteristic (Agility, Willpower, Presence).
Force Rating (Rank 4) 4 EoE, 277; F&D, 83; RotS, 26 +1 Force Rating per rank.
Let's Ride EoE, 83 Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.
Grit (Rank 4) 4 F&D, 83; RotS, 26 +1 Strain Threshold per rank.
Keen Eyed 1 F&D, 83 Remove 1 Setback die per rank from Perception and Vigilance checks. Reduce the time to search an area by half.
Sense Advantage F&D, 83 Once per session, may add 2 Setback dice to any one NPC's skill check.
The Force is My Ally F&D, 83 Once per session, may suffer 2 Strain to perform a Force power as a maneuver instead of an action.
Expert Tracker 1 F&D, 83 Remove 1 Setback die per rank from checks to find tracks or track targets. Decrease time to track a target by half.
Toughened 1 F&D, 83 +2 Wound Threshold per rank.
Natural Mystic F&D, 83 Once per session, may re-roll any Force check.
Parry (Rank 3) 3 F&D, 87; RotS, 26 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks.
Jump Up F&D, 87 Once per round, may stand from seated or prone as an incidental.
Ataru Technique F&D, 87 Can use Agility with Lightsaber, instead of Brawn.
Conditioned 1 F&D, 87 Remove 1 Setback die per rank from Athletics and Coordination checks. Reduce the damage and strain taken from falling by 1 per rank.
Dodge (Rank 3) 3 F&D, 87; 83 When targeted by an attack, spend strain up to ranks to upgrade the incoming attack by the same amount.
Reflect (Rank 3) 3 F&D, 87; RotS, 26 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks.
Preemptive Avoidance 1 F&D, 83 Immediately after being engaged, may spend 1 Destiny Point to disengage from that opponent as a out of turn incidental.
Hawk Bat Swoop 1 F&D, 87 Take the Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target in short range and add Force Rating. Spend F before resolving the check to engage immediately as an incidental, then may spend additional F to add 1 advantage each to the result.
Balance 1 EoE, 277 When healing strain, add Force Dice to check. Spend F on heal 1 additional Strain per pip.
Intense Focus 1 EoE, 277 Perform the Intense Focus maneuver. Suffer 1 Strain to upgrade your next check by 1.
Sixth Sense 1 EoE, 277 +1 Ranged Defense per rank.
Researcher 2 RotS, 26 Remove 1 Setback per rank on Knowledge checks. Researching takes half the normal time.
Sense Emotions 1 RotS, 26 Add 1 Bonus die to all Charm, Coercion, and Deception checks unless they are immune to Force powers.
Improved Parry 1 RotS, 26 When parrying a hit that generates a Despair or 3 Threat, may hit attacker with Lightsaber, Brawl, or Melee weapon after resolving the originating attack.
Improved Reflect 1 RotS, 26 When reflecting a hit that generates a Despair or 3 Threat, may hit one target in medium range with the same damage as the initial hit, after resolving the originating attack.
Will of the Force 1 RotS, 26 Once per round, after a failed skill check, flip a dark side Destiny Point to a light side.
Saber Swarm 1 F&D, 87 Perform Saber Swarm maneuver. Suffer 1 Strain to make next Lightsaber Agility combat check this turn to gain Linked equal to Force Rating.

Force Powers

Force Rating
5
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
Spend F to sense all living things within short range (sentient or non-sentient).
Spend F to sense the current emotional state of one living, engaged target.
Upgrade Effect
Control (Defense) Ongoing effect: Commit FD. Once per round, when targeted by an attack, upgrade the difficulty of the check once.
Control Spend F. The Force user senses the current thoughts of one living target with whom he is engaged.
Range (Rank 2) Spend F to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength When using Sense's ongoing effects, upgrade the pool twice instead of once.
Control (Offense) Ongoing effect: Commit FD. Once per round when the user makes a combat check, upgrade the check once.
Magnitude (Rank 2) Spend F to increase the number of targets affected by ranks purchased.
Duration Sense's ongoing effects may be triggered one additional time per round.
Power
Influence
Description
The character may attempt to guide the thoughts and feelings of others.
Only D for negative feelings, only L for positive.
Spend F to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Strength When stressing the mind of a target, inflict 2 strain per pip instead of 1.
Control When making a Charm, Coercion, Deception, Leadership, or Negotiation check, may include a Influence power check. Spend F to add 1 Success or Advantages to the check.
Duration (Rank 3) Spend F to extend the duration of Influence by 1 round or 1 minute equal to ranks purchased.
Control Make an opposed Discipline vs. Discipline check combined with an Influence power check. If the user spends F and succeeds, force the target to believe something untrue for 1 round or 5 minutes.
Range Spend F to increase the range by bands equal to ranks purchased.
Magnitude (Rank 2) Spend F to increase targets affected by ranks purchased.
Power
Enhance
Description
When making an Athletics check, roll Enhance power check; spend F for successes or advantages, user discretion.
Upgrade Effect
Control Ongoing Effect: Commit FD. The user increases Brawn by 1 per (up to 6).
Control Ongoing Effect: Commit FD. The user increases Agility by 1 per (up to 6).
Control Take a Force Leap action: Make an Enhance power check. Spend F to move jump horizontally to any location in short range.
Control When performing the Force Leap action, may leap vertically as well as horizontally.
Control (Rank 7) Enhance can be used with the Brawl, Resilience, Coordination, Piloting (Planetary), or Piloting (Space) skill.
Range Spend F to extend leaping range to Medium.
Control May Force Leap as a maneuver instead of an action.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend F to gain vague hints of events to come, up to a day into his own, personal future.
Upgrade Effect
Duration Spend F to increase the days into the future the user can see equal to Duration upgrades purchased.
Magnitude (Rank 2) Spend F to increase targets affected equal to Magnitude ranks purchased.
Strength Spend F pick out details equal to Strength upgrades purchased.
Control When making a skill check to determine initiative, make a Foresee power check as part of the pool. Spend F to add successes to the check. Base range is engaged.
Power
Battle Meditation
Description
The Force user directs his allies in battle, making them more effective as a coordinated unit.

The Force user may spend F to add 1 automatic success to all checks by a number of engaged friendly targets up to his Presence before the end of his next turn. If the user used any Dark pips, reduce each target's Willpower by 1 (to a minimum of 1) until the end of the encounter.
Upgrade Effect
Range Spend F to increase Range by ranks purchased.
Magnitude Spend F to affect a number of additional targets equal to Presence per Rank purchased.
Power
Seek
Description
The Force User allows the will of the Force to lead the way to something lost or forgotten.
Spend FF to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
Spend F and succeed on an Average Vigilance check (or opposed Vigilance v. Discipline check) to see through illusions, holograms, disguises.
Upgrade Effect
Control Ongoing Effect: Commit FD to upgrade all Perception and Vigilance checks by 1. Cannot be activated multiple times.
Power
Move
Description
The Force user may move small objects via the power of the Force.

Spend F to move 1 object of silhouette 0 that is within short range up to his maximum range. Default maximum range is short.
Upgrade Effect
Magnitude Spend F to increase targets equal to ranks purchased.
Range (Rank 2) Spend F to extend the range by 1 range band per rank purchased.
Strength Spend F to increase the silhouette effected by 1 per rank purchased.

Background

Practicing Shyriiwook with Ruiwarra and Kampabracca.

Motivation

Morality

Morality: 67
Strength: Enthusiasm
Weakness: Recklessness

Description

Contacts:
Captain Mel, Ithorian Freighter Pilot, friend of Kobb.
Ooris Halb, Quarren mechanic on Naboo; Vek's ship guy; always get 3 successes on repairs negotiations (15% discount).
Dusk Dosar, Bothan Spynet contact, friend of Whisper's parents; planted a data surveillance device on Coruscant for him.
Chopshop, network of interconnected droids, fixer. We delivered his control array, but it was destroyed immediately thereafter.
Mollas Greer, Black Sun lieutenant, who needs to die after betraying us to...
Klima the Hutt, owner of Asteroid Zero, which Whisper blew up. We stole the Asteroid's datastore and sold it to the Rebels and Bail Organa.
Sunder, one of Yiz Botee's lieutenants, helped us out on Levocco against the Hutt cartel; one of our bodyguards for the heist.
Elrod Thume, former ISB, former Republic Intelligence, adorable degenerate gambler.
Err Lod, Gand Sharpshooter, Hoth Scavenger
Aranna, Force Sensitive Leader of Hoth Scavengers
Nameless human cabbie on Coruscant; did us a solid.
Master Xan La, Nautolan holo-keeper of the Askajjian temple
Chollo, Toydarian intelligence guy we flipped from Mollas Greer
Shuc, Rodian guy Mollas was on the Golden Rancor to meet
Leena, Vek's mom, Jedi who left the Order prior to becoming a Jedi. Known on Weik as "The Sorceress", apprentice to Master Rami Ven Kesyk, has also joined the crew.
Captain Najir, sounds like Jeff Goldblum, one of the representatives within the BLA. Unreliable actor?
Master Pez Colio, another BLA representative.
Alar Hix, human tradesman, from the Weik Docklands, introduced us to...
Rec Calo, former head guardsman of Vossport
Mar Khamel, Aqualish thug, former member of the Legacy crew
Old Luk, prisoner of the Old Tower, "father" of Vasque; killed by Tamrin.
Paladin Tal, 17, Twi'lek force sensitive apprentice, has joined us.
Bilibonee, friendly Chadrafan kabab seller
Fluru, female, one of two possible traders for Askajjian wool.
Alvar Swizzo, human, Al Swearingen, exclusive buyer of Askajjian wool trade in exchange for friendship and secret keeping. He quashed all rumors of Jedi powers and a lightsaber being used during the fight against bounty hunters in Tumbledown.
Tobo, Jawa scavenger and trader on Askajj, works out of Tumbledown, Vek's new friend.
Basko Tench, famous bounty hunter, deceased; blew up with his jetpack after attacking us with his apprentices at Tumbledown on Ashkajj; Tench is a role, not a person, like the Dread Pirate Roberts.
Ruiwarra, wookiee survivor of the abandoned village on Kashykk, protector of...
Kampabracca, force sensitive wookiee child, Jedi apprentice.
Commander Golazo, Imperial military, Kashykk.
The Trandoshans are using an Old Republic Space Station in the boonies of Kashyk's system as a base to sell off those they've enslaved. Vek promised Kampabracca he would bring the wookiees home. The station was destroyed by Margrave Lu Corvo, in effort to get a message to us from Rami.
Agent Jareth, ISB, loathed Golazzo.
Harvester is part of the Inquisitorius; apprentices and children are trained on The Cradle; it's a ship that moves regularly. Its location is highly secret. Housed about 2 dozen of Rami ven Kysik's students.
Lonagan, Weequay, runs gambling on Mollas Greer's ship. They bet on what critter shows up in the maintenance lines.

Other Notes

Twi'lek Bonus: Charm
Smuggler Skills: Coordination, Piloting Space, Deception, Underworld
Pilot Skills: Piloting Space, Astrogation
Starting XP: Agility 3 (30), Brawn 2 (20), Force Sensitive Exile (20), Ranged Light, Cool 1 (20), Perception, Skullduggery, Streetwise, Gunnery 1 (20).

Earned XP:
Vigilance 1 (5), Ranged Light 2 (15), Uncanny Senses (5), Skilled jockey 1, 2 (15), Full throttle (5), Uncanny Reactions 1, 2 (25), Quick Draw (10), Touch of Fate (15), Insight (5), Street Smarts (20), Dedication (25), Sense (Basic) (10), Piloting (Planetary) 1 (5), Influence (Basic) (10), Influence (Control) (10), Force Rating (25), Enhance (Basic) (10), Enhance (Control) (5), Enhance (Control) (5), Enhance (Control) (5), Enhance (Control) (10), Perception 2 (10), Sense (Control) (10), Sense (Range) (5), Foresee (Basic) (10), Sense (Range) (10), Foresee (Control) (10), Foresee (Magnitude) (5), Discipline 1 (5), Seer (40), Uncanny Reactions 3 (5), Grit (5), Influence Range (5), Piloting Space 3 (15), Sense Magnitude 1, 2 (15), Let's Ride (5), Keen Eyed (10), Lightsaber 1 (10), Influence Control (15), Sense Control (10), Grit 2 (15), Sense Advantage (20), Influence Strength (10), Deception 2 (10), Discipline 2 (10), Influence Magnitude (5), Vigilance 2 (10), Discipline 3 (15), Sense Duration, Strength (20), Perception 3 (15), The Force is My Ally (20), Lore 1 (5), Influence Magnitude 2 (5), Expert Tracker (5), Toughened (10), Natural Mystic (25), Ataru Striker (50), Parry (5), Jump Up (5), Ataru Technique (10) Battle Meditation basic, Range (15), Athletics 1 (5), Conditioned (5), Dodge (10), Foresee Strength (5), Parry 2 (15), Reflect (15), Force Rating 4 (25), Preemptive Avoidance (15), Enhance Control, Control, Control (25), Enhance Range, Control (15), Enhance Control (10), Foresee Magnitude (5), Hawk Bat Swoop (20), Athletics 2 (10), Dedication (25), Seek Basic, Control (20), Balance (15), Intense Focus (10), Reflect 2 (10), Foresee Duration (5), Lore 2 (10), Lightsaber 2 (10), Move Basic (10), Sense Offense (10), Battle Meditation Magnitude (5), Move Strength, Range (15), Sixth Sense (25), Dodge 2 (20), Perception 4 (20), Discipline 4 (20), Move Magnitude, Range 2 (10), Athletics 3 (15), Jedi Knight (60), Grit 3, 4 (10), Leadership (5), Parry 3 (10), Researcher (5), Reflect 3 (15), Sense Emotions (10), Improved Parry (15). Improved Reflect (15), Researcher 2 (10), Influence Duration (5), Enhance Control - Brawn (10), Will of the Force (20), Influence Duration 2 and 3 (10), Force Rating 4 (25), Dedication 3 (25), Saber Swarm (20), Dodge 3 (20), Lightsaber 3 (15).

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