Scout Lovac the Wild by Des

Species
Human
Career
Mystic
Specializations
Mystic-Seer, Force Sensitive Emergent, Ace-Gunner
System
Force and Destiny

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

Characteristics

2
3
2
2
5
2

Skills

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

Attacks

Blaster Rifle (+1 dmg)
Range
Long
Skill
Ranged: Heavy
Stun Setting, Accurate +1, Pierce +3
Damage
10
Critical
2
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
3
Critical
2
Light Blue-white Unstable Defense Sabre with Crossguard
Range
Engaged
Skill
Brawl
Defensive (+2) Breach 1, Sunder [1/Session: Force Rating +1] [Disarm 2 Adv/1 Triumph]
Damage
5
Critical
2
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4
Blaster Pistol
Range
Short
Skill
Ranged: Light
Stun
Damage
6
Critical
3
E-11 Blaster Carbine
Range
Medium
Skill
Ranged: Heavy
Stun
Damage
9
Critical
3

710
665
19860
6/8 + 5/5

Weapons & Armor

Blaster Rifle (4 HP) -
***Augmented spin barrel (2 of 2 HP)
Base Modifier: Damage +1 and add 1 setback dice to maintenance of the weapon.
***Enhanced XCiter (2HP) Base Modifier: Critical Rating -1 (to minimum of 1). The blaster explodes and inflicts a critical injury to user upon getting 2 despair results on a combat check.
(4 enc)

[[Combat Armor]] 3 Soak, Ranged Def 1, Boost to all Stealth Checks (3 of 4 HP)
**Vacuum sealed (1 HP)
**Portable Plasma Shield (2 HP)
Activate as incidental:
+2 Defense
+2 Deflect
(1/4 Enc)

Vibroknife (1 enc, 2 HP)

Defensive Hilt, Crossguard with Unstable Kyber Crystal (3 of 3 HP)
Defensive Hilt [3 HP -1 Damage Defense 1] - Unstable Kyber Crystal [(2 HP) 6 Damage 2 Crit Breach 1 Sunder] - Crossguard [(1 HP)Defense 1; 2 Adv or 1 Triumph to Disarm]
(1 Enc)

Karflo thinsuit - removes 2 environmental setbacks (1 soak if no other armor) - 2 Charges

Personal Gear

On Person
Scanner goggles
Handheld Comm
4 Stimpack
Electronic Lock Breaker
Breathing Mask Respirator
1 Plasma Grenade (1 Enc each)
1 Frag Grenades (1 enc x1)
2 Dataspike

Utility Belt (-1 Enc)
Extra Reload (1 enc)

Backpack (-4 Enc)
Electrobinoculars (1 enc)
Glowrod (1 enc)
Binders x4

Assets & Resources

Fake ID - Cavol Wayfarer

Saw Guerra - Partisans of Onderon - Rebel Alliance Cell Leader
Rebel Codename: Zastitnik

**on Redemption ship**
Armored Clothing (1 def, 1 soak, 0/3 Enc, 1 HP)

Blaster Pistols [Borrowed from Mando kid] (1 enc)


Marksman H combat training remote
(https://star-wars-rpg-ffg.fandom.com/wiki/Marksman-H_Combat_Training_Remote)

3 Frag Grenades (1 enc x3)
3 Stimpack
Tent, Savannah (3 enc)
Water Purifier (1 enc)
Weapon Modification - Sonic Scope (1HP) [ Sees through walls and other solid objects](broken)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Uncanny Reaction 2 Add Boost per rank of Uncanny Reactions to all Vigilance checks.
Keen Eyed 1 Remove ■ (1 Setback) per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.
Grit 4 +1 strain value per rank (4)
Sense Danger Once per game, remove ■■ (2 Setback) from any 1 check.
Uncanny Senses 1 Add (1 Boost) per rank of Uncanny Senses to all Perception checks.
Toughened 2 Gain +2 wound threshold per rank (4)
Touch of Fate 1 Once per session, add 2 Boosts to any 1 check.
Force Rating 2 +1 Force Rating (x2)
Debilitating Shot 1 Upon successful attack with a starship or vehicle weapon, may spend 2 Advantages to reduce the maximum speed of the target by 1 until the end of the next round.
True Aim 1 Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Durable 1 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Balance 1 When the character recovers strain at the end of the encounter, he may add Force per Force rating. He recovers additional strain equal to Light Side generated.
Dedication 1 +1 Will Power
Force is My Ally 1 Once per session, may suffer 2 strain to perform Force power action as maneuver.
Brace 1 Perform the Brace maneuver to remove •(Setback) per rank of Brace from next action. This may only remove •(setback) added by environmental circumstances
Enduring 1 +1 Soak per rank (1)

Force Powers

Force Rating
4
Power
Move
Description
The user may spend Force to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range. The user may not activate this multiple times.
Upgrade Effect
Control 3 *The Force user can hurl objects to damage targets, by making a ranged combat check (difficulty = silhouette) combined with a Move power check, dealing damage equal to 10 times silhouette.
*The Force user can pull objects out of secure mountings or out of an opponent's grasp.
*The character can perform fine manipulation of items, allowing him to do whatever he could normally do with his hands via this power at this power’s range.
Range 3 Spend Force to increase power's range by a number of range bands equal to Range upgrades purchased.
Strength 2 Spend Force to increase silhouette (2) able to be targeted equal to Strength upgrades purchased.
Power
Endure
Description
When character suffers a critical injury with severity of easy (1 Difficulty), can commit Force to temporarily ignore that effect. Character does not apply the critical effect or add +10 to further rolls on critical injury tables while Force remains committed. When this ongoing effect ends, character suffers all effects of the critical injury unless it has been treated.
Upgrade Effect
Strength 1 Increase severity of critical injury that can be treated by 1 per rank (2 Difficulty)
Control 1 Character can commit 1 additional Force to ignore 1 additional critical injury per rank.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
The user may spend Force to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Control 1 The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Range 1 Spend Force to increase power’s range by a number of range bands equal to Range upgrades purchased
Duration 1 Commit (2 Force Die) to sustain this power while the beguiled target remains in range.
Magnitude 2 Spend Force to affect additional targets equal to Presence per rank (2) of Magnitude purchased.
Power
Force Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend Force to sense all living things within short range (including sentient and non-sentient beings). The user may spend Force to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Spend Force to make out fine details on a single object within medium range.
Power
Farsight
Description
The Force user expands normal visual sense through a connection to the Force.

The Force user may spend Force to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder
of the round (or one minute). This allows the user to view everything most sentients could normally be able to see on a well lit day.
Upgrade Effect
Control 2 *Spend Force to make out fine details of 1 object within medium range
*When making a vigilance or perception check, make a Farsight power check as part of the pool and spend Force to gain Success or Advantage on the check.
Mastery 1 Spend 2 Force. The user can now see as thought from a spot
within close range (planetary scale) of the user’s body.
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Light Side/Dark Side use): When guiding and shaping thoughts, only Dark Side may be used to generate negative emotions such as rage, fear, and hatred. Only Light Side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with 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
Control 1 The Force user may make an opposed Discipline vs Discipline check combined with an Influence Power check. If the user spends Force and succeeds on the check, he can force the target
to adopt an emotional state or believe something untrue,
lasting for 1 round or 5 minutes.
Strength 1 When stressing the mind of a target, the character inflicts 2 strain.

Background

Primitive Backwater Background - grew up isolated with a small tribe of hunters, trackers, and scouts. Learned to disappear into the terrain and spot danger at a distance. Has learned to add technology to his skills after traveling the Outer Rim

Pragmatic Power - Force adept that manifested itself first as just innate skills to hide and survive, but has been honed to become potent and lethal.

Fleeing the Empire - upon leaving home, he discovered that many that discover his gifts will exploit them and trade upon them. Hiding from the Empire is an important priority.

Motivation

Ambition - Survival: In a galaxy where simply being a Force user can be a death sentence, the character's primary concern is survival He's willing to do what it takes to make sure he lives another day.

Morality

Compassion: The character cares about the tribulations others face, and wants to help those he comes across. His compassion may lead to self-sacrifice in order to aid those who need it.

Hatred: The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that cause others to suffer. When a character’s mind roils with simmering hatred, that hatred may be all too slow to fade.

Obligation:
Criminal: The character has a criminal record, or was accused of a crime - Smuggling/bountyhunting, and is somehow embroiled in the legal system. Obligation may be settled by paying ongoing legal costs, making attempts to bury evidence, or efforts to prove his innocence.

Description

27 years old, 5'10, 165 lbs.
Shaggy brown hair [High and Tight for Rebel Mission to seize Dreadnoughts], piercing blue eyes, weathered, tanned skin
Tribal tattoos along both arms and chest with family insignia and the epic tale of his family and life. **Kept hidden under armor or robes when possible** Right arm; upper - clan history; lower - personal history; Left arm; upper - Clan victories/accomplishments; lower - personal accolades.

Other Notes

Mystic - Coercion, Perception, Vigilance, Force +1
Seer - Discipline, Vigilance
Initial = 110 XP (Human) + 10 XP (Morality)
Agi 3 (30), Will 3,4 (70), Force Rank +1 (20) = 120

+280XP
Discipline 2, 3 (25)
Perception 2 (10)
Survival 1 (5)
Seer - Uncanny Reaction (5). Keen Eyed (10), Grit (15), Sense Danger (15), Force Rating +1 (20) = (65)
Force Sensitive Emergent Career (30) + Uncanny Senses (5), Toughened (10), Grit (5) = (50)
Move (10), Strength (10), Strength (10), Range (5), Range (5), Control (10), Control (5), Range (5), Control (15) = (75)
Endure (10), Strength (5), Control (5) = (20)
Misdirect (15), Range (5), Control (10) = (30)


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