Ledd Halcyon by maverikid

Species
Human
Career
Smuggler
Specializations
Gambler, Force-Sensitive Outcast, Teacher
System
Force and Destiny

3
Threshold 14
Current 9
Threshold 15
Current 2
Ranged 1
Melee 1

Characteristics

2
3
2
3
2
4

Skills

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

Attacks

Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting, cannot run out of ammo from a Despair, Pierce 1
Damage
9
Critical
3
Ledd's Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder, Add 2 Failure to identify lightsaber, [Innate Talent] Parry 1
Damage
7
Critical
2

30
555
140

Weapons & Armor

Smuggler's Trenchcoat
Heavy Blaster Pistol/Lightsaber Hybrid
Sleeve Blaster

Personal Gear

Assets & Resources

Hidden credits (100)
Emergency Medpac
3 Stimpacks

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry 2 [3] Force-Sensitive Outcast When hit by a melee attack, suffer 3 strain to reduce damage by 4 [5]. Suffer 5 strain instead to negate Breach 1 quality of opponent's Lightsaber.
Reflect 1 Force-Sensitive Outcast When hit by a ranged attack, suffer 3 strain to reduce damage by 3.
Up the Ante 1 Gambler When gambling, win 10% more credits per rank of Up the Ante.
Double or Nothing Gambler Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after canceling opposing symbols, double the amount of remaining advantages.
Secrets of the Force Force-Sensitive Outcast Knowledge (Lore) and Lightsaber become career skills.
Improved Double or Nothing Gambler While performing the Double or Nothing incidental, after canceling opposing symbols, also double the amount of remaining successes.
Supreme Double or Nothing Gambler When performing the Double or Nothing incidental, also double the number of Triumph and Despair.
Smooth Talker 1 Gambler When making Deception checks, spend Triumph to gain additional successes equal to ranks in Smooth Talker.
Natural Negotiator Gambler Once per session, may reroll any 1 Cool or Negotiation check.
Nobody’s Fool Teacher Upgrade Perception checks to detect lies.
Natural Rogue Gambler Once per session, may reroll any 1 Skulduggery or Stealth check.
Encouraging Words Teacher After an engaged ally fails a check, may suffer 1 strain to assist that ally’s next check this encounters as an out of turn incidental.
Sense Emotions Force-Sensitive Outcast Add Boost dice to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.
Well Rounded Teacher Gunnery and Ranged (Light) permanently become career skills.
Uncanny Senses Force-Sensitive Outcast Add Boost dice per rank of Uncanny Senses to all Perception checks.
Convincing Demeanor 1 Gambler Remove a Setback die per rank of Convincing Demeanor from Deception or Skulduggery checks.
Renegade Form Force-Sensitive Outcast Use Presence instead of Brawn for Lightsaber checks.
Second Chances 3 Gambler Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them
Quick Strike Force-Sensitive Outcast Add Boost dice per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Prey on the Weak Force-Sensitive Outcast Add +1 damage to one hit of successful combat check against disoriented targets per rank of Prey on the Weak.
Disorient 1 Force-Sensitive Outcast After hitting with combat check, may spend 2 Advantages to disorient target for number of rounds equal to ranks in Disorient.
Sorry about the Mess Force-Sensitive Outcast Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Ravage * Force-Sensitive Outcast Once per encounter, the character may suffer 3 strain to add Force Rating to a combat check targeting an engaged opponent. The character may spend LS/DS to add successes or advantages to the check results.

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 LP/DP to sense all living things within short range (including sentient and non-sentient beings).

The user may spend LP/DP to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Power
Ebb/Flow
Description
The Force user's actions empower himself or sap strength from his foes.

Ebb: Make combined force power check with any skill check. The user may spend LS/DS to suffer 1 strain, then inflict 1 strain on all other engaged characters.

Flow: Make combined force power check using any skill. Spend LS/DS to heal 1 strain.
Upgrade Effect
Strength The Force user may spend LS/DS to increase strain healed or inflicted by 1.

Background

Ledd Fernik is a smuggler trying his best to make deals and getaways that strike against the Empire. He is a natural with speech, especially on the fly. Witty, charming, rugged. He has it all in terms of style, and he's always cheating at sabaak. He is constantly seeking the next thrill, the next thing that can redeem him from his teenage misdeeds.
Born on an Outer Rim planet and adopted into a Jedi outpost for younglings and Padawan Training, he had a bright future ahead of him. The reprogrammed battle droids helped teach the children how to spar, use the force, and get along.
Until Tosh entered his life. Tosh was a rich girl with heavy ties to the Republic Senate, and her abilities in the Force weren't as strong as most of the others. Jealous of her loving parents and her wealth, Ledd quickly spearheaded bullying on her. Ledd became good at deactivating the Battle Droids in order to get away with...things. Ledd also made sure to keep Tosh's mouth shut so as not to alert the Jedi Masters to his mistreatment of her. This continued on for a long while, maybe even a year or two.
And then Order 66 happened. The clone troopers guarding the younglings' quarters suddenly burst in, blasters at the ready. Ledd had just deactivated the Battle Droids, so there was no security that night. As they fired into the children, Ledd made his escape through his secret tunnel -- which he had used to pull mean-spirited pranks on Tosh before -- and ran out into the city, finding shelter in a homeless shelter. That night, he saw again and again his greatest regret: Among the blaster fire, Ledd clearly saw Tosh fall. He cried and cried, the crushing guilt destroying him even as he went into hiding as a servant in a poorly-kept pub. Thus started the drinking, and the gambling...and the crime. Ledd went back to the site for clean up duty, and put the pieces together of different Battle Droids to create GB-0. He programmed GB-0 to help him with his small-time gang work, but eventually the duo became close friends and partners in crime. GB-0 learned to have personality and character. The two were brothers now.
Over the years, Ledd learned to lie and cheat his way through crime syndicates and corporate deals. The Force has only been there to remind him of his greatest failure, at night with nightmares and endless dreams of Tosh. The dark side was growing...
One day, he finally traveled back to the wreckage of the Jedi Outpost, and received a vision through the Force: A girl, barely clinging to life, rescued by a strange man. Tosh...Still alive. Whether Ledd would believe this vision were true or not didn't matter. His back-handed deals were now going to be at the Empire's expense. He would do his best to aid the Rebellion as best he could, and find Tosh. Just to apologize. Just to say how sorry he was. For everything...

Motivation

Oath:

Departed- Ledd has never learned to forgive himself for what happened to the other younglings and Tosh. But He can still make it right! He can still make a difference and find a cause worth living for. Ledd now fights for good in the name of Tosh -- and searches for her as well.

Morality

Morality- 57

Conflict- 7

Justice- A strong sense of right and wrong means Ledd's focus becomes sharp and intense when a wrong is identified. Correcting a wrong brings a strong sense of satisfaction to him, learning the error of his ways (for the most part) after Tosh's disappearance.

Condemnation- Ledd insists on a standard that no one can bear. He lashes out at his comrades for committing wrongs in his eyes. This includes himself, dealing with the crushing guilt from transgressions imagined or actual with drink.

Bravery/Stubbornness

Description

Ledd has a thin build, but has more muscle than expected when others get a peek. He has slightly wavy short hair, all pitch black. His ancestry has an Asian appearance, and his face is slightly disheveled even on his best days. His shorter-length trench coat hides dozens of pockets both inside and out. He keeps plenty of helpful supplies in them, such as extra credits (to counter-act thieves), snacks, emergency medpac, medicine (or is that something else?), emergency sedatives (...?), ...spice (really dude?), and lots of illegal items you don't want to know about ("Hey! You never can be too prepared.").

Other Notes

Zereni - Smuggling contact

Halcyon Tours: Bootleg Travel Agency (front for smuggling high priority targets)

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