Laplace Holder by FuzzyGoblinoids

Species
Human
Career
Diplomat
Specializations
Advocate/Force-Sensative Outcast
System
Edge of the Empire

3
Threshold 13
Current 6
Threshold 15
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
2
2
5
3
2

Skills

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

Attacks

Philaxian Phase-Knife
Range
Engaged
Skill
Lightsaber
Pierce 4, Vicious 1
Damage
+1
Critical
3
Custom Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, **
Damage
+8
Critical
2

30
820
100365
2/8

Weapons & Armor

Philaxian Phase-Knife E1 HP1
*When thrown using the Saber Throw talent, may spend 2 advantages (instead of force) to have the weapon return to their hand
*May not add lightsaber crystals to this weapon
*Add 1 setback dice to attempting to find concealed weapon

Custom Lightsaber E1 HP 3/5
~Standard Lightsaber Hilt
*Personalized Inlay: Reduce the difficulty of checks to modify any lightsaber crystal installed in this weapon by 1
~Ghostfire Crystal
** May spend 4 advantages to prevent opponent from using the Parry talent
*modded 2x "damage+1"

Armored Clothing D1 S1 E3 HP1
*For an individual to detect that the clothing is armored, must roll an average (2 difficulty) perception check

Modified Breather Mask, for a more hands free Booster Blue dosing.

Personal Gear

Kamperdine Clothing Specialists Body Glove E2
*May be worn under clothing or armour and removes 1 setback dice due to temperatures outside the wearer's preferred environment.

TranLang Holo V A/V Translator E1
*Add 1 boost dice to Lore or Intellect checks made to decipher or translate an unknown language.

Data Goggles E1
*Select 1 knowledge skill at the beginning of the encounter. Add 1 automatic success result to all checks made using that skill while wearing the goggles for the duration of the encounter.

Utility Belt
*The belt grants +1 to a character's encumbrance threshold.

Booster Blue, dosage x 10
*Upgrade ability of Agility, Intellect and Cunning checks once, for the remainder of the encounter. May not remove strain at the end of encounters, for the remainder of the session.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Plausible Deniability 3 Remove Setback Dice per rank of Plausible Deniability from Coercion and Deception checks.
Sense Emotions 1 Add Boost Dice to all Charm, Coercion, and Deceptions Checks unless the target is immune to Force powers.
Uncanny Senses 1 Add Boost Dice per rank of Uncanny Senses to all Perception Checks
Secrets of the Force 1 Knowledge (Lore) and Lightsaber become Career skills for the Character
Parry 1 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Renegade Form (Cunning) 1 When the character purchases this talent they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks.
Confidence 1 May decrease difficulty of Discipline checks to avoid fear by 1 per rank in confidence.
Nobody's Fool 2 Upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool.
Discredit 1 Once Per encounter, take the Discredit action make a Hard (3 Difficulty Dice) Deception Check to upgrade the difficulty of one character's social checks once plus once for every 2 Advantage, until end of the encounter.
Quick Strike 1 Add Boost Die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Prey on the Weak 1 Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak.
Grit 3 Gain +1 strain threshold
Disorient 2 After hitting with combat check may spend two advantage to disorient target for number of rounds equal to ranks in Disorient.
Improved Plausible Deniability 1 Take an Improved Plausible Deniability action make a Hard (3 Difficulty Dice) Coercion Check to convince one bystander per rank in Plausible Deniability to depart quietly.
Sorry About the Mess 1 Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Blackmail 1 When an NPC exceeds his strain threshold, may spend 1 Destiny Point to convince that NPC to perform a single task of choice instead.
Dedication 2 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Cunning)(Cunning)
Encouraging Words 1 After an engaged ally fails a check, may suffer strain to assist that ally's next check this encounter as an out of turn Incidental.
Contingency Plan 1 Spend 1 Destiny Point to recover strain equal to Cunning rating.
Ravage 1 Once per encounter the character may suffer 3 strain to add force die up to their force rating to a combat check targeting an engaged opponent. The character may spend force to add success or advantage to the check results.
Uncanny Reactions 1 Add Boost die per rank of Uncanny Reactions to all Vigilance checks.
Unmatched Insight - Base Ability 1 Once per game session, during an encounter or scene involving one or more other sentient creatures, the character may spend 2 Destiny Points. The character immediately becomes aware of the emotional states and basic histories of up to 3 chosen participants in the scene.
Unmatched Insight - Discern Motives 1 The character realizes the motivations of each other participant in the scene.
Unmatched Insight - Leverage 1 Choose 1 character Upgrade the ability of all social checks once per Leverage Upgrade against that character until end of the encounter.

Force Powers

Force Rating
3
Power
Influence
Description
The Character may attempt to guide, shape, and even twist the thoughts and feelings of others. SPECIAL RULE: When guiding and shaping thoughts, only force generated from dark side may be used to generate negative emotions such as rage, fear, and hatred. Only force generated from light side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be created from force generated from either light or dark side. The character may spend force to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade Effect
Range x 2 Spend force to increase power's range by a number of range bands equal to Range upgrades purchased.
Control When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool. He may spend force to gain success or advantage (user's choice) on the check.
Magnitude x 3 Spend force to increase targets affected equal to Magnitude upgrades purchased.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend force points to gain successes or advantages (user's choice) on the check.
Upgrade Effect
Control Take a Force Leap action. Make an Enhance power check. The user may spend Force Points to jump horizontally to any location in short range.
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally
Range Spend Force to increase power's range by a number of range bands equal to Range upgrades purchased
Control The user can perform a Force Leap as a maneuver instead of an action.
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend force points to move one object of silhouette 0 that is within short range up to his maximum range. The Default maximum range is short range.
Upgrade Effect
Range Spend Force Points to increase power's range by a number of range bands equal to Range upgrades purchased.

Background

The Holder family is a white collared family in the Imperial Faction. Laplace was born into luxury, and grew up with a silver spoon in his mouth. Laplace never succeeded though his family was influential enough to get him a position in the Imperial Diplomat Corps, as an advocate for Imperial Peace. The Holder name carried enough weight that Laplace never saw heavy combat, nor much of the seedy underbelly of the Empire in his service. Laplace grew bored of his cushy job and sought out some adventure and thrills to add to his life. Laplace indulged in collecting lavish junk, night clubbing, and even chems. The later of which would have a profound effect on Laplace as he was arrested for possession of controlled substances. This disgrace of the final straw for the Holder family. He lost his job in the Imperial Diplomat Corps and his family disowned him. Laplace hit rock bottom very fast. He sold what assets he had save for an old phase-knife and the clothes off his back, and hit hard into his new addiction of Booster Blue. He learned his whole life was a lie, the Empire wasn't the peaceful faction he was raised to believe. Laplace had a drive to correct some of the wrongs that the Empire had wrought, and truly advocate for peace, after the Empire.

Motivation

Obligations

Addiction - Booster Blue
Criminal Record - Booster Blue Possession

Description

Laplace is a average built, scruffy, brunette, Human male.

Other Notes

Special Abilities: Two Non-Career skills +1

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