Jax Amanwe by obeydajefe

Species
Pantoran
Career
Smuggler
Specializations
Charmer
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 0
Melee 1

Placeholder Image

Characteristics

2
3
2
3
1
4

Skills

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

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Merr-Sonn N-4 Noise Grenade
Range
Short
Skill
Ranged: Light
Blast 4, Stun Damage, Concussive 1, Limited Ammo 1
Damage
4
Critical
6
Sword Cane
Range
Engaged
Skill
Melee
Defensive 1
Damage
+2
Critical
3

10
325
5825
7

Weapons & Armor

Resplendent Robes
Defense: 0
Soak: 1
Price: 500
Encum: 2
HP: 0
Rarity: 5

Light Blaster Pistol
Skill: Ranged - Light
Dam: 5
Crit: 4
Range: Medium
Encum: 1
HP: 2
Price: 300
Rarity: 4
Special: Stun Setting
MODs:
- Ascension Gun --> https://star-wars-rpg-ffg.fandom.com/wiki/Ascension_Gun
- Lightweight Frame --> https://star-wars-rpg-ffg.fandom.com/wiki/Lightweight_Frame
- Combat Tested --> https://star-wars-rpg-ffg.fandom.com/wiki/Combat_Tested

(2X) Merr-Sonn N-4 Noise Grenade:
Skill: Ranged - Light
Dam: 4
Crit: 6
Range: Short
Encum: 1
HP: 0
Price: 150
Rarity: 5
Special: Blast 4, Stun Damage, Concussive 1, Limited Ammo 1

Sword Cane
Skill: Melee
Dam: +2
Crit: 3
Range: Engaged
Encum: 2
HP: 1
Price: 475
Rarity: 6
Special: Defensive 1
MODs:
- https://star-wars-rpg-ffg.fandom.com/wiki/Magnetic_Weapon_Tether

1X Frag Grenade;
https://star-wars-rpg-ffg.fandom.com/wiki/Frag_Grenade?so=search

Personal Gear

Earbud Comlink: Usable at long range.
Price: 75
Encum: 0
Rarity: 5
Noticing the earbud comlink requires a Hard (3 difficulty) Perception check.

1 comlink
1 interplanetary transponder

2X Stim Packs
Thermal Cloak

Assets & Resources

3940c

Exp spending (after Ben's campaign conclusion --> 315 exp at this point);
- 10 exp for Leadership Rk 2

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit (passive) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg Gain +1 strain threshold
Inspiring Rhetoric (action) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg Take the Inspiring Rhetoric action, make an Average (XX) Leadership Check. Each (success) causes 1 ally in short range to recover 1 strain. Spend 1 (advantage) to cause 1 affected ally to recover 1 additional strain.
Kill with Kindness (passive) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg Remove 1(setback)/rank from Charm and Leadership checks
Congenial (check upgrade) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks, or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks of Congenial
Disarming Smile (action) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg Take the Disarming Smile action; succeed at an opposed Charm check to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter
Works Like a Charm (check upgrade) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg Once per session, make one skill check using Presence rather than the characteristic linked to that skill
Just Kidding (incidental) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg Once per round, as an incidental, spend 1 destiny point to ignore a despair generated on a social check by the character or any ally in short range
Don't Shoot! (action) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg Once per session as an action, make a hard (3 purp) Charm check. On success, you can not be targeted by combat checks until the end of the encounter, or until you initiate a combat check.
Smooth Talker - Coercion (check upgrade) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Charmer?file=3d07e7561dd2f6623845210eafcd4114.jpg When first acquired, choose 1 skill: Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend advantage to gain success equal to ranks in Smooth Talker
Unmatched Fortune (incidental) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Unmatched_Fortune?file=643344e544b732a16df61be30921f97b.png Once per game session as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character's dice pool to another face adjacent to it. An "adjacent" face is any die face sharing an edge - not a point - with the rolled face. Unmatched Fortune cannot be used on an 0 (force die).
Frequency (Unmatched Fortune Upgrade) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Unmatched_Fortune?file=643344e544b732a16df61be30921f97b.png Unmatched Fortune can be used one additional time each game session per Frequency upgrade purchased.
Destiny (Unmatched Fortune Upgrade) 1 https://star-wars-rpg-ffg.fandom.com/wiki/Unmatched_Fortune?file=643344e544b732a16df61be30921f97b.png Unmatched Fortune costs 1 Destiny Point instead of 2.

Background

- I have a sister, and we were both brought to Coruscant by our ambitious single father after our mother died, where he hoped to make it as an entrepreneur in the capital world of the empire.

- Father takes out loans to try to succeed in his business, fails, and borrowed money from the wrong people in the process; he flees, leaving us behind.

- I have inherited my father's financial burdens, but I have also inherited his ambition; I am turning into a fake it until you make it gambler, bluffing my way into big wins to pay off the debts and try to get my sister and I off the street and out from the shadow of my father's debt enforcers.

- It turns out I love the attention of winning, but realizing I am achieving my hope and ambitions makes me fear that they are as fragile as my father's ambitions...
- I become a writer for several reasons;
--> To address this fear, and document my adventures, to remind myself that living the way I do is far better than living in constant fear
--> To curry favor with the dangerous but ego-centric maniacs I often interact with... everyone in this circle likes being painted as a hero
--> to disseminate positive press about my allies/people I need things from, or to disseminate negative press about people in my way, often being lies in both cases
--> To curry favor with women, who I am quite partial to spending time and money on
--> As a tool to charm my way through doors and into information that I shouldn't have access to
--> For profit

- Obviously this life means I am no stranger to danger, and when I can't talk my way out, I've learned some skill with a pistol. Though I am slow to anger, I often find myself in situations I can't fully control, so I have become quite a quick trigger when I need to be.

- Though I am doing well for awhile, I eventually lose to a big shot who cheated his way to victory, and now my sister and I are running from both mine and my father's debt collectors.

- This is where the Domum Korr step in; they save us both, and as a life debt for them to continue protecting my sister, I vow my loyalty to them.

- I am a brash but cunning gambler, a charming and womanizing ego maniac, though I also worry about my sister and that my debts may eventually catch up to me.

Motivation

Obligations

1. [10 initial Obligation] I am on the run from debt collectors, and can become anxious if I believe debt collectors will recognize me

2. [ 5 bonus Obligation for 5 exp] I have made my livelihood from gambling for years now, and at this point, I find it hard to resist the temptation to make an easy buck from it again. Addicted to gambling.


Family --> though this may be something I feel is protected by the Domum Korr, so we'll talk about if this impacts me in the way obligation does

Addiction to Gambling

Debt --> inhibits my travel, though I need to flesh this out --> who I owe money too

loves women, can be fooled by them, is this one of them?

Description

Physically, Jax is young, handsome, with a slender but athletic build. He has blue skin, jet black hair, and is about 6' tall. The yellow facial markings of his family line extend along his cheekbones, a golden yellow celtic knot extending from one cheek bone to the other, making a U that meets beneath his chin. He is clean shaven, has piercing yellow eyes, and a quick grin.

Jax's abundant charm may make him appear arrogant, but it did in fact evolve from desperate roots, an instinct to survive. It is founded in his desperate struggle for his and his sisters survival after his fathers abandonment, and he thus has a deep empathy for the downtrodden. On the other hand, he will often ultimately choose his and his sisters/allies safety above the justice of others, and knows how to lie and charm even the most despicable people into thinking he is their ally and entourage.

This confidence and bravado is what makes him an excellent gambler, but it also tends to get him in trouble when he celebrates his success with the much enjoyed pleasure of women. Jax sees gambling and gaining the favor of women as worthy rewards for his enduring charm, and sees getting out of the trouble that often follows these as worthy tests of his guile and cunning; so he tends to leap into these dangerous situations as though he were a craftsman honing his skills for war.

Trouble finds all who live in this galaxy, and Jax would prefer to share wine and break bread with it, so that he may learn how to always recognize it when it comes 'round. What this means is that Jax often courts dangerous situations, living on dangers edge, and saying whatever is necessary to survive the consequences.

In the past this has made Jax equally untrusting and untrustworthy, no one but his sister knowing his real motivations and morality. Allies were always short lived, as the more time was spent together, the harder it became to tell whether Jax was being earnest, or just charming them to achieve his mysterious goals. Never knowing if they could trust what he said or who he said he was, they were best shed before becoming more of a liability.

However, being rescued by the Domum Korr has caused a stark change. Even though Jax still fears trust, he also has never felt safer knowing his sister is under their protection, and will now serve as though the entire Domum Korr is the sister he must protect. Jax knows that every social interaction is just another type of battle, and though he may still confuse and alarm his allies by keeping his true intentions secret, he will use his charms and deception to control his battlefield.

Other Notes

Tundra Dwellers: Remove 1 setback dice imposed by cold environmental conditions.

Sister's name is Nheesal, I call her "Nhees", pronounced like niece

Father's name is Jondor

Return to Top