Character Name

Selena "Grandma" Tello by TommyVerdatre

Species
Human
Career
Diplomat
Specializations
Advocate, Padawan survivor, Force sensitive Exile
System
Age of Rebellion

7
Threshold 14
Current 0
Threshold 19
Current 0
Ranged 4
Melee 4

Placeholder Image

Characteristics

3
3
3
3
4
3

Skills

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

Attacks

Diplomacy First
Range
Long
Skill
Ranged: Light
Superior, Accurate 4, Pierce 4
Damage
11
Critical
3
Expressed Reservation
Range
Extreme
Skill
Ranged: Heavy
Superior, Auto-fire, Accurate 1, Pierce 1, Point Blank
Damage
14
Critical
3
Retaliatory Measures
Range
Engaged
Skill
Melee
Superior, Pierce 4, Accurate 1, Vicious 1, Knockdown
Damage
+2
Critical
1
The Law
Range
Engaged
Skill
Melee
Superior, Concussive 1, Disorient 2, Deflection 3, Defensive 2
Damage
+3
Critical
5
An Offer you can't refuse
Range
Short
Skill
Ranged: Light
Limited Ammo 3, Poison (Raquor Venom)
Damage
1
Critical
5
Antibot
Range
Long
Skill
Ranged: Light
Auto-fire, Disorient 3, Ion, Pierce 2, Accurate 1
Damage
9
Critical
3
Peace Treaty
Range
Engaged
Skill
Brawl
Sunder, Accurate 1, Knockdown, Disorient 3
Damage
+1
Critical
4

0
745
502
11/16

Weapons & Armor

"Diplomacy First" Blaster Pistol by Trast [Enc 1, HP 4/4, DMG 11, Superior, Pierce 4, Accurate 4, Long, Crit 3] :
- 6DMG base, Customizable (+1HP), Increased range (long), Destructive (+1DMG), Pierce 2, Accurate 2
-> Blaster Actuating Module [1 HP], +1 Dmg, + ■ Ranged light checks. 2x +1 DMG Mods, 2x +1 Pierce Mods
-> Custom Grip [1 HP], - ■ for owner, + ■■ for other people using it. 1x +1 Accurate Mod
-> Electronic Sighting System [1HP], Aim as incidental at short range, -1 difficulty to spot user in low light conditions. 1x +1 Accurate Mod
-> Superior Attachement [1 HP], +1DMG, +1 automatic Advantage.

"Expressed Reservation" Blaster Rifle by Maniac [Enc 3, HP 4/5, DMG 14, Superior, Auto-fire, Accurate 1, Pierce 1, Point Blank, Extreme, Crit 3] :
- 9DMG base, Customizable (+1HP), Increased range (extreme), Destructive (+1DMG), Pierce 1, Auto-fire, Lightweight 1
-> Forearm grip [1 HP] : -1 Difficulty while at engaged range. +1 Accurate mod, +1 Point Blank (T) mod.
-> Superior Attachement [1 HP], +1DMG, +1 automatic Advantage
-> Augmented Spin Barrel [2 HP] : +1 DMG. ■ to checks to Mechanics checks on maintenance. 2x +1 DMG mods, +1 Pierce mod failed, +1 Accurate mod failed.
->


"Retaliatory Measures" Vibrosword by Selena [Enc 2, HP 3/3, DMG Br+2, Pierce 4, Accurate 1, Vicious 1, Knockdown, Engaged, Crit 1]
- Br+1 DMG base, Knockdown Quality
-> Superior [1 HP] : +1DMG, +1 automatic Advantage.
-> Mono-molecular Edge [1 HP] : Reduce Crit rating by 1. 2x +1 Pierce Mods
-> Custom Grip [1 HP], - ■ for owner, + ■■ for other people using it. 1x +1 Accurate Mod
-> Sheath [ -2 Enc when holstered]

"The Law" Shield by Maniac [Enc 1, HP 5/5, DMG Br+3, Concussive 1, Disorient 2, Deflection 3, Defensive 2, Engaged, Crit 5]
- Br+0 base DMG, Defensive 1 base, +1 Defensive, Deflection 3, Integral attachement (Superior)
-> Superior [1 HP, Integral attachement] : +1DMG, +1 automatic Advantage.
-> Weighted head [2HP] : +1 DMG, bludgeoning weapons only. 1x +1 DMG Mod, 1x +1 Concussive Mod.
-> Magnetic Weapon Tether [1 HP] : May recover lost weapon as an incidental as long as within Engaged range. 1x Quick Draw Talent Mod
-> Shield Discharge Pack [1 HP] : Upon successful enemy Melee, Brawl or Lightsaber attack, may spend 2 Threats or 1 Despair to deal 3 strain damage to said opponent. 2x +1 Disorient (Q) mods, +1 Defensive Stance (T) mod

"Antibot" Blaster Pistol by Trast [Enc 2, HP 3/3, DMG 9, Ion Quality, Pierce 2, Accurate 1, Disorient 3, Long, Crit 3]:
- 6DMG base, Auto-fire, Ion quality, Disorient 1, Increased range (long)
-> Integrated illuminator [1HP], - ■■ due to darkness within Short range, Gives away position. 2x +1 Disorient Mods, 1x Increase quality to Medium range Mod
-> Blaster Actuating Module [1 HP] : +1 Dmg, + ■ Ranged light checks. 2x +1 DMG Mods, 2x +1 Pierce Mods
-> Custom Grip [1 HP], - ■ for owner, + ■■ for other people using it. 1x +1 Accurate Mod.
-> Holster [-2 Enc when holstered]

"An Offer you can't refuse" Stealth 2-VX gun (hidden in Right ring finger) [Enc 0. HP 0, DMG 1, Limited Ammo 3, Poison]
-> ■■■ to notice (■■ from gun and ■ from inbuilt weapon)
-> Raquor Venom (3 doses) : Any sized dose has a Daunting difficulty. The poison Staggers the target for 2 rounds if the target fails the check. In addition, each Threat generated inflicts 2 strain on the target (this ignores soak), and the GM may spend Despair to Immobilize the target for 2 rounds.

"Peace Treaty" shattering knuckles by Julie
[Enc 1, 0 HP, Br+1 DMG, Sunder, Accurate 1, Knockdown, Disorient 3, Engaged, Crit 4]
- Base Br+1, Sunder, Accurate 1, Knockdown

"Work attire" Customizable Armor by R5-D6 [Enc 3, Soak 3, Ranged Def 1, HP 6/6, Sealable]
- Base Enc 4, Base soak 1, + 1 Soak, + 1 Ranged Defense, +2 HP, Sealable
-> Superior [1 HP] : +1 Soak, -1 Enc.
-> Targeting System [1 HP] : +□ to Ranged attacks at long/extreme range. +1 Natural Marksman (T) Mod.
-> Vacuum Seal [1 HP] : Allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes.
-> Low-friction coating [1 HP] : +1 Melee defense. +■■ to Mechanics check to modify or maintain armor. 1x +1 Coordination Skill Mod
-> Biofeedback System [2 HP] : +4 Strain threshhold. Full body armor only. Modding failed.

Personal Gear

Comlink (handheld) [Enc 0]
Concealed recorder [Enc 0]
Hunting goggles [Enc 0]
Insider's guide [Enc 0]
Cultural Etiquette Manual [Enc 0]
Disguise kit [Enc 2]
Ardos Disk [Enc 0]
BPEA-1A Cascader [Enc 0]
"Shopping List" Notepad [Enc 1]
Veridicator 200 [Enc 1]
Personal Stealth Field [Enc 1]


Carrying gear:
Utility Belt [+1Enc]
Modular Backpack w/ 3 pouches [+6 Enc]
Sheath for "Retaliatory Measures" [-2 Enc when sheathed]
Holster for "Antibot" [-2 Enc when holstered]


At Base:
"The Maker" Simple Mechanics Tool
Training Lightsaber
Tailormade dress (Blue/Red)
Light Blaster Pistol
Heavy Clothing
Mercantiler datapad
Raquor Venom (1 dose)
Corellian Whiskey (bottle)


Concealed Recorder : ■■ to Perception checks to notice the character is wearing a recorder

Hunting goggles : Removes up to ■■ added to all Perception, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision. +□ to perception

Insider's guide : +1 Advantage to checks to find a specific location in the designated area (Lantilliian Sector)

Cultural Etiquette Manual : + 1 Advantage to social checks when dealing with designated culture (Hutts)

Ardos Disk : Protection from Hutts (Gorensla Clan, Loyood the Hutt)

BPEA-1A Cascader : Upgrade all Charm, Deception or Leadership checks once

"Shopping List" Notepad
Negotiation Specialist Tool: Lightweight 7, Compact 2, Safety Features : Add 1 success and 1 advantage in negotiation checks. Enc 1, ■■ to checks to find it on the wearer's person.

Veridicator 200 : Item hidden inside a necklace. □□ to detect lies and omission of important information, □□ to establish target's mental state.

Personal Stealth Field : The user is invisible. Any check to detect him (sound, smell) is done at a Formidable difficulty. The GM may use threats or despairs to make the stealth field flicker.


To sell:
Mercantiler datapad : +□ to negotiation checks for buying/selling goods in designated area (Mid Rim)


Rolls:

Charm with BPEA-1A Cascader, Intense focus
!roll [ppppdd]

Deception with BPEA-1A Cascader, Intense focus
!roll [pppadd]

Leadership with BPEA-1A Cascader, Intense focus
!roll [ppadd]

Coercion with "Iron Grip", Intense focus
!roll [ppppdd]

Negotiation with "Shopping List" Notepad, Intense focus
!roll [pppdd][as]

Recovering strain with Balance
!roll [ppaaff]

Perception with Hunting goggles, Intense focus
!roll [pppabbdd]

Vigilance with Intense focus
!roll [ppppbbdd]

!init pc [pppabb]

Assets & Resources

Cybernetic Mod 0 prototype (left leg)
-> Upgraded to +1 Brawn (1/5)

Cybernetic cavity (left hip) : Store a Enc 1 Item. Formidable check to spot (2/5)

"Iron grip" Cybernetic Coercion Implant (3/5) (right hand) by R5-D6 [+ 1 rank in Coercion] :
Cybernetic Index and Ring fingers, with the inside of the thumb, palm and wrist implanted. -> Unobstrusive 2 (■■ to notice the cybernetic is installed)
-> Medicine integrated tool : Surgery thread, needles and antiseptic to suture wounds.
-> Stealth 2-VX gun in ring finger (■■■ to detect).

Biofeedback Regulator : +2 Cybernetic implants limit

Implant armor : +1 Soak (4/5)

Surge override switch (5/5) : Reactivate cybernetics once per encounter, with Average Discipline check. 2 Strain per cybernetic reactivated.

DZ-70 "Spinny" Fugitive tracker
2 Br 1 Ag 1 Int 3 Cun 1 Will 1 Pr
4 Soak, 12 WT
Ranged (light) 2, Stealth 2, Survival 3, Vigilance2
Adversary 1, Expert tracker 2, Droid
Blaster Pistol (Ranged [Light]; Damage 6; Critical 3; Range (Medium); Stun Setting)
Ionization blaster (Ranged [Light]; Damage 10; Critical 5; Range (Short); Disorient 5, Ion)


CR1 : DZ-70 Fugitive tracker
CR1 : Cybernetic Cavity in her left hip
CR 2 : Ardos Disk (Gorensla Clan, Loyood the Hutt)
CR 2 : Biofeedback system
CR 3 : Cybernetic Upgrade to Cybernetic left leg, +1 Brawn
CR 3 : Superior Attachement for "Diplomacy First"
CR 4 : Implant armor
CR 4 : Superior Attachement for "Work attire"
CR 5 : Veridicator 200
CR 5 : Superior Attachement for "Retaliatory Measures"
CR 6 : Personal Stealth Field
CR 6 : Superior Attachement for "Expressed Reservation"

Critical Injuries & Conditions

Shooting with "Diplomacy First", 11 base DMG, Superior, Long range, Pierce 4, Accurate 4, Crit 3
Intense focus, Aim, FP Sense 2x Upgrade
!roll [ppppbbbbbdd][a]

Shooting with "Expressed Reservation", 14 base DMG, Superior, Auto-fire, Accurate 1, Extreme range, Pierce 1, Point Blank, Crit 3
Intense focus, Aim, FP Sense 2x Upgrade
!roll [pppbbdd][a]

Striking with "Retaliatory Measures", 5 base DMG, Engaged, Superior, Pierce 4, Accurate 1, Vicious 1, Knockdown, Crit 1
Intense focus, Aim, FP Sense 2x Upgrade
!roll [pppbdd][a]

Striking with "The Law", 6 base DMG, Engaged, Superior, Concussive 1, Disorient 2, Deflection 3, Defensive 2, Crit 5
Intense focus, Aim, FP Sense 2x Upgrade
!roll [pppbdd][a]

Shooting with "An Offer you can't refuse", 1 base DMG, Limited Ammo 3, Poison (Raquor Venom), Short range, Crit 5
Intense focus, Aim, FP Sense 2x Upgrade
!roll [ppppbdd]

Shooting with "Antibot", 9 base DMG, Auto-fire, Ion, Long range, Pierce 2, Accurate 1, Disorient 3, Crit 3
Intense focus, Aim, FP Sense 2x Upgrade
!roll [ppppbbdd]

Striking with "Peace Treaty", 4 base DMG, Engaged, Sunder, Accurate 1, Knockdown, Disorient 3, Crit 4
Intense focus, Aim, FP Sense 2x Upgrade
!roll [pppbbdd]

Shooting with both "Diplomacy First" and "Antibot": 11 base DMG, Superior, Pierce 4, Accurate 4, Crit 3 // 9 base DMG, Auto-fire, Ion Quality, Pierce 2, Disorient 3
Intense focus, Aim, FP Sense 2x Upgrade
!roll [ppppbbbbbddd][a]

Talents

Name Book & Page Description
Plausible deniability (passive) - Rank 1 DA p.27 Remove 1 Setback per rank of Plausible deniability from all Coercion and Deception checks
Constant vigilance (passive) DoR p.103 May always use Vigilance when making checks to determine intiative
Sleight of mind (passive) -Rank 1 DoR p.103 Add 1 Boost die to all Stealth checks unless the target is immune to force powers
Street smarts (passive) - Rank 2 DoR p.103, EotE p.277 Remove 1 Setback per rank of Street smarts from all Streetwise and Knowledge (Underworld) checks
Confidence (passive) - Rank 1 DA p.27 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Nobody's fool (passive) - Rank 3 DA p.27, DoR p.103 May upgrade diffculty of incoming Charm, Coercion or Deception checks once per rank of Nobody's fool
Encouraging words (active) DA p.27 After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out-of-turn incidental
Insight (passive) EotE p.277 Perception and Discipline become career skills
Uncanny reactions (passive) - Rank 2 EotE p.277 Add 1 Boost die per rank of Uncanny reactions to all Vigilance checks
Quick draw (passive) x2 EotE p.277 Once per round, draw or holster a weapon or accessible item as an incidental (1 for Retaliatory Measures, 1 for other)
Hidden storage (passive) FC p.48 (Left Hip) Hidden compartment for smuggling appropriately sized gear [Enc 1]. Any check to detect this compartment has a Formidable difficulty.
Uncanny senses (passive) - Rank 1 EotE p.277 Add 1 Boost die per rank of Uncanny senses to all Perception checks
Touch of Fate (active) EotE p.277 Once per session, add 2 Boost die to any check
Superior reflexes (passive) EotE p.277 Gain +1 melee defense
Force Rating (passive) - Rank 1 EotE p.277 Gain +1 Force Rating
Dedication (passive) - Rank 2 EotE p.277 Gain +1 to a characteristic. This cannot bring a characteristic above 6 (+1 Agility)(+1 Willpower)
Discredit (active) DA p.27 Once per encounter, as an action make a Hard Deception check to upgrade the difficulty of a target’s social checks once, plus once for every 2 Adv, until the end of the encounter
Parry (active) - Rank 1 DoR p.103 When hit by a Melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Grit (passive) - Rank 2 DA p.27 Gain +1 Strain Threshold
Toughened (passive) - Rank 1 DoR p.103 Gain +2 Wound Threshold
Balance (active) EotE p.277 When the character recovers from strain at the end of each encounter, he may roll his Force rating in Force dice. He recovers additional strain equal to light side points.
Intense focus (active) EotE p.277 Before making a skill check, the character may perform the Intense focus maneuver. Suffer one strain to upgrade the ability of the skill once
Natural Marksman (active) AoR p.153 Once per session, may reroll any 1 Ranged (light) or Ranged (heavy) check
Defensive stance (active) - Rank 1 AoR p.146 Once per round, as a maneuver suffer strain up to ranks of Defensive stance to upgrade difficulty on all incoming melee attacks by an equal number for the next round.
Smooth talker (active) - Rank 1 DoR p.103 [Coercion] When first acquired, choose one skill (Charm, Coercion, Negotiation, Deception). When making a check with that skill, may spend a Triumph to gain successes equal to his ranks in Smooth talker
Master of shadows (active) DoR p.103 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy
Trust no one (active) DoR p.103 When targeted by a social check, may choose to suffer one strain to add an automatic failure to the check. If the check fails with a Despair, the character may immediately perform a maneuver as an out-of-turn incidental
Point blank (passive) - Rank 1 Add 1 DMG per rank to damage on one hit of successfull attack made with Ranged (light) or Ranged (heavy) check made while at Short range or engaged

Force Powers

Force Rating
2
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend light side points to sense all living things within short range (including sentient and non-sentient beings)
The user may spend light side points to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control : Upgrade Difficulty Commit a Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once
Duration Sense's ongoing effects may be triggered one additional time per round
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once
Control : Upgrade Ability Commit a Force die. Once per round, when the Force user makes a combat checks, he upgrades the ability of that check once

Background

Selena Tello was born Diana Sylorn, the daughter of former shipping magnate Kara Sylorn, who managed her business with her husband Moko. Her parents created their empire from scratch on Coruscant, and as a result they were really protective of their daughter, afraid that someone could use her against them and hurt her in the process.

As a result, Diana was raised in a sheltered environement. The Jedi sensed her affinity with the Force at a young age, but her parents managed to use their relations to bar them from taking away their child. Diana grew up unknowing of this fact, reaching her teenage years living a happy life, working towards becoming a diplomat, and dreaming of joining the Order. She studied a lot, held parties with other rich Coruscant kids, and was known as a kind and sociable girl.

Two weeks before the fall of the Republic, Diana found out that she had been barred from entering the Jedi, and felt some sort of calling. The Order was the embodiement of everything she thrived to be, a diplomat working for peace in the galaxy. Two weeks later, she found a way to sneak past her parents' surveillance to go to the Jedi Temple, where she was studying a couple of days later when the slaugther of padawans perpetrated by Anakin Skywalker happened. Diana lost a leg that day, cut down by the future Sith Lord ; she avoided death due to the intervention of other Jedis of the temple, managed to crawl back to the streets and reach out to her chauffeur who brought her home.

She was given a brand new Cybernetic Leg implant, due to her parents being friends with the manufacturer. Sadly, her affinity with the Force was common knowledge in the political spheres, and even though she wasn't affiliated with the Order, a bounty was soon issued for her capture.

Diana had to run. She was hidden by her parents for a while, but soon had to escape the planet. Her parents' company and assets were taken away by the newly-formed Empire, Kara and Moko executed. Diana, 16 years old at that time, only had some spare credits, clothing, and a cybernetic leg. She was afraid, out of her depth, and looking for help anywhere she could.

Diana boarded a ship towards Nar Shadaa, looking for a contact of her parents, Botaro. She found the guy, a local scoundrel, who taught her how to live and behave in the criminal underworld. Diana toughened up and learned to use her charm, her wits and her social skills to live alongside the crimelords. She worked as an informant and an intermediary, using her talents to gather intel and facilitate trade deals. She helped people whenever she could, but her means were often limited, as she kept a low profile due to her bounty. She since then goes by the name Selena Tello.

For several years, she worked for Loyood the Hutt, of the Gorensla clan. She managed to get into the Hutt's good graces, through several successful trade deals arranged between the Rebellion and the Gorensla clan. This link has proved useful, as she kept good contact with the Hutt until now.

Through her business, Selena came into contact with a Rebel Soldier, Tamor, a few years back, and finally decided to take matters into her own hands and seriously join the fight against the Empire. She flew to Lantillies to meet him, only to learn he had died in an Imperial bombing. Selena has now joined the Alliance, and tries to find her place in this totally new enviornnement.

Motivation

Drive : The Mission

Selena is determined and stubborn, and she'll stop at nothing to be ensure the mission is accomplished. Be it her mind or her body, she's ready to sacrifice anything to succeed.

She's not afraid of getting her hands dirty, and leaving the spotlight to her allies. All that matters is the final success, and the freedom of the people in the Galaxy.

Duties

Duty : Support (635)

After several years working on Nar Shadaa, Selena has seen her fair share of horrors, and as such compensates by trying to help anyone in need. She is often content with assisting her allies in their tasks.

After having lived all her life trying to escape the Empire, she's now eager to fight back. She finds great satisfaction in protecting the civilians hurting the Empire, and helping her comrades.

Description

Selena is a real beauty, being 5'6'', 36 years old, with attractive features and long blond hair. She is usually clothed with a heavy leather jacket.

Selena has a cybernetic left leg, but it didn't grant her additional kicking or jumping power as it was installed when she was a teenager, and was tuned to match her remaining physical leg. It is a prototype, so difficult to fix. It has recently been upgraded with the strength enhancement system of a Cyberleg Mod II

Selena is a smart woman, educated due to her upbringing in the higher spheres of Coruscant, and well aware of her charms and social skills. She knows how to handle a gun, but tries to avoid confrontation if possible. She has a temper, likes drinking, and can get grumpy if things don't go her way. She can snap if treated unfairly, or disrespected.

She was an idealist, and tried to let her peaceful ideals lead her decisions, even if that didn't mean much in the Underworld. Nowadays, her philosophy changed. She's always on target, and aims to complete the missions she is given at all costs. Her goal is to help people, all around the Galaxy, but she doesn't mind getting her hands dirty.

She hopes to be able to help people by joining the Rebels, and bringing the Empire to an end.

Other Notes

Selena Tello, Female Human

Humans start the game with one rank in two different non-career skills of their choice. They still may not train these skills above rank 2 at character creation (Cool 1, Knowledge : Underworld 1). Initial 110 XP

20 Duty for +15 XP/+1000 Credits
Intelligence 3, Cunning 3, Willpower 3, Presence 3 (120/125 XP)
+10 XP Recruit spec not taken, +10 XP SFL Boost (Total at creation 145 XP)
Free ranks : Charm 1, Coercion 1, Deception 1, Negotiation 1, Vigilance 1, Knowledge (Core Worlds) 1
Starting equipement : Light Blaster Pistol (Alliance Issued), Heavy Clothing (Alliance Issued), Comlink (handheld), Concealed Recorder, Utility Belt, Corellian Whiskey,

Skills (160 XP spent)
▪ Charm 2/3, Coercion 2, Deception 2, Discipline 1/2, Negotiation 2, Perception 1/2/3, Streetwise 1, Vigilance 2/3
▪ Ranged (Light) 1/2
+1 rank in Coercion from "Iron grip", +1 Coordination from "Work attire"

Advocate Talent Tree (70 XP spent)
· 5: ■ ■ ■ ■ Plausible Deniability / Nobody's Fool / Grit / Confidence
10: ■ □ □ ■ Discredit / Nobody's Fool
15: □ □ ■ ■ Grit / Encouraging Words
20: □ □ □ □
25: □ □ □ □

Padawan Survivor Talent Tree (20+115 = 135 XP spent)
· 5: ■ ■ ■ ■ Parry / Constant Vigilance / Street Smarts / Nobody's Fool
10: ■ □ ■ □ Toughened / Sleight of mind
15: □ □ ■ ■ Smooth Talker / Master of Shadows
20: □ □ □ ■ Trust no One
25: □ □ □ ■ Dedication (Willpower)

Force Sensitive Exile Talent Tree (30 + 180 = 210 XP spent)
· 5: ■ ■ □ ■ Uncanny Senses / Insight / Uncanny Reactions
10: □ □ ■ ■ Intense Focus / Quick Draw
15: □ □ ■ ■ Balance / Touch of fate
20: □ □ ■ ■ Uncanny Reactions / Street Smarts
25: □ ■ ■ ■ Force Rating / Dedication (Agility) / Superior Reflexes

Force Power Sense (50 XP spent)
10 : Base Power
10 : ■ □ Control (Upgrade Difficulty)
10 : ■ □ □ Duration
10 : ■ □ □ Strength
10 : ■ □ □ Control (Upgrade Ability)

Missions
..1 ▪ Gruuba Games : +20xp, +35 Duty (30+5 report), +300 Credits, 24h DT (165 XP / 35 Duty / 1300 Credits).
..2 ▪ Operation Jade Cloak : +20xp, +10 Duty (5+5 report), +300 Credits, 24h DT (185 XP / 45 Duty / 1600 Credits).
..3 ▪ Operation MSE-6 Mouse Droid : +25xp, +20 Duty, +300 Credits, 24h DT (210 XP / 65 Duty / 1900 Credits).
..4 ▪ Operation Now This Is Podracing : +20xp, +40 Duty (35+5 report), +700 Credits, 24h DT, (230 XP / 105 Duty / 2600 Credits). ► CR 1 : Dz-70 Droid, Cybernetic cavity.
..5 ▪ Operation Song and Dance : +25xp, +25 Duty (20+5 report), +2900 Credits 24h DT, (255 XP / 130 Duty / 5500 Credits). +1 Tailormade dress
..6 ▪ Operation Fête : +25xp, +30 Duty (25+5 report), +400 Credits, 24h DT, (280 XP / 160 Duty / 5900 Credits).
..7 ▪ Operation Troubled Stars : +20xp, +25 Duty (20+5 report), +400 Credits, 24h DT, (300 XP / 185 Duty / 6300 Credits).
..8 ▪ Operation Missing Persons : +10xp, +15 Duty (10+5 report), +400 Credits, 24h DT, (310 XP / 200 Duty / 6700 Credits). ► CR 2 : Ardos Disk, Biofeedback system.
.... ▪ Crafting Session : Mobile Supply Depot : +5 Duty, (330 XP / 205 Duty / 6700 Credits).
..9 ▪ Operation Acquisition Dyonix : +25xp, +20 Duty (15+5 report), +500 Credits, 24h DT, (355 XP / 225 Duty / 6980 Credits).
10 ▪ Operation Turf War : +20xp, +20 Duty (15+5 report), +500 Credits, 24h DT, (375 XP / 245 Duty / 3480 Credits).
11 ▪ Operation Worth : +25xp, +25 Duty (20+5 report), +500 Credits, 24h DT, (400 XP / 270 Duty / 780 Credits).
.... ▪ Krayt bread article : +5 Duty (400 XP / 275 Duty / 40 Credits).
12 ▪ Operation Iced Tea: +25xp, +20 Duty (15+5 report), +500 Credits, 24h DT, (425 XP / 295 Duty / 540 Credits).
.... ▪ BreakBank Mountain article : +5 Duty (425 XP / 300 Duty / 540 Credits). ► CR 3 : Cybernetic leg, Superior Attachement.
13 ▪ Operation Pepper Jack : +20xp, +25 Duty (20+5 report), +600 Credits, 24h DT, (445 XP / 325 Duty / 1140 Credits).
14 ▪ Operation Idle Hands : +15xp, +40 Duty (35+5 report), +600 Credits, 24h DT, (460 XP / 365 Duty / 1740 Credits).
15 ▪ Operation Stormy Night : +20xp, +20 Duty (15+5 report), +600+1200 Credits, 24h DT, (480 XP / 385 Duty / 2490 Credits).
16 ▪ Operation Spider Bite : +25xp, +25 Duty (20+5 report), +700+3500 Credits, 24h DT, (505 XP / 410 Duty / 4680 Credits). ► CR 4 : Implant armor, Superior Attachement
17 ▪ Operation Mirror Mirror : +15xp, +20 Duty (15+5 report), +700 Credits, 24h DT, (525 XP / 430 Duty / 1070 Credits).
.... ▪ Operation Business Trip (GM) : +20xp, +15 Duty (545 XP / 445 Duty / 570 Credits).
.... ▪ Tannenburg article : +5 Duty (545 XP / 450 Duty / 570 Credits).
18 ▪ Operation Source Hunter : +20xp, +25 Duty (20+5 report), +700 Credits, 24h DT, (565 XP / 475 Duty / 1260 Credits).
19 ▪ Operation Intellectual Property : +25xp, +15 Duty, +700+3500 Credits, 24h DT, (590 XP / 490 Duty / 4547 Credits). ► CR 5 :Veridicator 200, Superior Attachement
20 ▪ Operation Malachite Lance : +25xp, +30 Duty (25+5 report), +800 Credits, 24h DT, 615 XP / 530 Duty / 1622 Credits).
21 ▪ Operation Stab in the Dark : +25xp, +30 Duty (25+5 report), +800 Credits, 24h DT (640 XP / 560 Duty / 2422 Credits).
22 ▪ Operation Puppet Master : +25xp, +20 Duty (15+5 report), +800 Credits, 24h DT (670 XP / 580 Duty / 872 Credits).
23 ▪ Operation Anti Fowl : +25xp, +20 Duty, +900 Credits, 24h DT (695 XP / 600 Duty / 1772 Credits). ► CR 6 : Personal Stealth Field, Superior Attachement
24 ▪ Operation Taco Truck : +20xp, +25 Duty (20+5 report), +900 Credits, 24h DT (715 XP / 625 Duty / 902 Credits).
25 ▪ Operation Emancipation Arsenal : +25xp, +10 Duty +900 Credits, 24h DT (740 XP / 635 Duty / 1502 Credits).


600 Hours downtime. 336 Hours traded for 35 XP. 87 hours crafting. 87h shopping. 48h traded for 10 Duty
42 hours remaining.

Bought :
- Holtser, Sheath, Modular backpack w/3 pouches, Disguise kit = 260 Credits
- BPEA-1A Cascader = 1620 Credits
- Biofeedback Regulator = 2400 credits
- Insider's Guide, Cultural Etiquette Manual, Mercantiler Datapad, Hunting goggles = 910 Credits
- Ryshcate Cake = 10 Credits
- Raquor Venom (5 doses) = 675 Credits
- Surge Override Switch = 1000 Credits

Sold :
- Enhanced Optics Suite = 1312 Credits
- Threat Monitor = 375 Credits
- Integrated Scanner = 800 Credits

500 Credits on "Work attire" customizable armor by R5-D6
-> +2850 Credits for Targeting System, 50 Credits for modding
-> +950 Credits for Vacuum Seal
-> +750 Credits for Low-friction coating, 50 Credits for modding
-> + 0 Credits forBiofeedback System (CR 2 Reward), 50 credits for failed modding
Total : 5150 credits

0 Credits for "Diplomacy First" blaster pistol by Trast
-> +500 Credits Blaster Actuating Module, 200 Credits for modding
-> +500 Credits Custom Grip, 50 Credits for modding
-> +500 Credits for Electronic Sighting System, 50 Credits for modding
Total : 1800 Credits

0 Credits for "Antibot" blaster pistol by Trast
-> +200 Credits for Integrated Illuminator, 150 Credits for modding
-> +500 Credits for Blaster Actuating Module, 200 Credits for modding
-> +500 Credits Custom Grip, 100 Credits for modding
Total : 1650 Credits

50 Credits on "The Maker" simple Mechanics tool by Selena
Total : 50 Credits

400 Credits on "Retaliatory Measures" Vibro-sword by Selena
-> +1000 Credits for Mono-molecular Edge, 100 Credits for modding
-> +500 Credits for Custom Grip, 50 Credits for modding
Total : 2050 Credits

750 Credits on "Iron Grip" Coercion Cybernetic Implant by R5-D6
-> +300 Credits for "An Offer that you can't refuse" Stealth 2-VX gun
Total : 1050 Credits

40 Credits on "The Law" Shield by Maniac
-> +250 Credits for Weighted Head, 100 Credits for modding
-> +250 Credits for Magnetic Weapon Tether, 50 Credits for modding
-> +800 Credits for Shield Discharge Pack, 150 Credits for modding
Total : 1640 Credits

1800 Credits for "Expressed Reservation" blaster rifle by Maniac
-> +250 Credits for Forearm Grip, 100 Credits for modding
-> +1750 Credits for Augmented Spin Barrel, 200 Credits for modding (2/4 successful)
Total : 4100 Credits

20 Credits for "Peace Treaty" shattering knuckles by Julie
Total : 20 Credits

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