Captain Arteen Creel (SFL) [Retired] by Spainelnator

Species
Lannik
Career
Commander
Specializations
Tactician, Commodore, Recruit, Quartermaster
System
Age of Rebellion

5
Threshold 20
Current 0
Threshold 20
Current 0
Ranged 4
Melee 4

Placeholder Image

Characteristics

2
2
3
3
3
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 3
Athletics (Br) 0 +1 green
Charm (Pr) 1 1 Upgrade
Coercion (Will) X 2
Computers (Int) X 1
Cool (Pr) X 3
Coordination (Ag) 0
Deception (Cun) 0 1 Upgrade
Discipline (Will) X 3
Leadership (Pr) X 5 1 Upgrade, remove 4 setback
Mechanics (Int) 2
Medicine (Int) 0
Negotiation (Pr) X 2 Smoothtalker
Perception (Cun) X 1 Remove Environmental setbacks
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0 +1 brawn
Skulduggery (Cun) X 1
Stealth (Ag) 0
Streetwise (Cun) 1
Survival (Cun) 0
Vigilance (Will) X 1 Remove Environmental setbacks
Brawl (Br) X 0 +1 brawn, Remove Environmental setbacks
Gunnery (Ag) 0 Remove Environmental setbacks
Lightsaber (Br) 0 +1 brawn, Remove Environmental setbacks
Melee (Br) X 0 +1 brawn, Remove Environmental setbacks
Ranged: Light (Ag) X 2 Remove Environmental setbacks
Ranged: Heavy (Ag) X 0 Remove Environmental setbacks
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 1
Knowledge: Warfare (Int) X 3
Knowledge: Xenology (Int) 0

Attacks

Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
Needles Breath
Range
Medium
Skill
Ranged: Light
Accurate 2, Auto-Fire, Pierce 1, Stun Setting, Cumbersome 1
Damage
8
Critical
3
Riot Shield
Range
Engaged
Skill
Brawl
Cumbersome 3, Defensive 2, Deflection 2, Disorient 1
Damage
+0
Critical
6

25
1035
2800

Weapons & Armor

Kav-Dann Power Armor (6 HP)
(Can survive in vacuum for up to 4 hours. Gain 1 boost dice to resist the effects of radiation. Remove any setback dice imposed by the environment which may impact perception, vigilance or combat checks. Long-Range com-link installed. Grants Brawn +1 (does not increase soak or wound threshold) as long as it is equipped and powered.
If the suit loses power, the encumbrance becomes 20 and defense is lost.)
- Hardened
(Prevents deactivation of power armor by electromagnetic or ion weapons.)
- Kiirium Coating
(Adds + 1 soak to armor against blaster and flame attacks)


Blaster Pistol

Needles Breath
- Custom Grip (Remove 1 setback dice from all combat checks, 2 setback for anyone else using it)
- Blaster Actuating Module (+1 Damage, 1 setback to all checks using this weapon)

Riot Shield

Personal Gear

3x stimpacks, Macrobinoculors, datapad, Symbol of command, fusion cutter, Backpack, Utility belt, BPEA-IA Cascader, TacNet Tactical Data Network. Custom Tool Kit.


Joben T-85 "The Revelry"

Assets & Resources

Uyter Passport
Name: Jason Vendula
Occupation: Accountant
Address: 11111 1 street 111 (hard to track an address due to Triumph)
(Boost to first check I use it with)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Commanding Presence 4 Core 75 The character removes setback per rank of Commanding Presence from his Leadership and Cool checks.
Side Step 2 Core 75 Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incom- ing ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.
Toughened 5 Core 75 The character increases his wound threshold by two per rank of Toughened.
Swift 1 Core 75 The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers).
Body Guard 2 Core 75 Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom he is engaged. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character.
Confidence 1 Core 75 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check.
Field commander 1 Core 75 The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.
Improved field commander 1 Core 75 When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend Triumphs generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver.
Solid Repairs 2 Core 73 Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs.
Rapid Reaction 2 Core 73 The character may suffer a number of strain to add an equal number of Successes to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Dedication 3 Core 75 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. (Presence, Willpower, Cunning)
Command 2 Core 73 The character gains boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add boost dice per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Fire Control 1 Core 73 When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all combat checks from the starship or vehicle count the silhouette of the target as one higher than normal until the beginning of the character's next turn. This effect does not stack with multiple uses of the Fire Control maneuver.
Galaxy Mapper 2 Core 73 The character removes setback per rank of Galaxy Mapper from his Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper).
Grit 5 Core 73 Each rank of Grit increases a character's strain threshold by one.
Known Schematic 1 Core 73 Once per game session, the character may spend a maneuver to make a Hard Knowledge (Education) check Success means he is familiar with a building or capital ship's design. He now knows the location of critical components or facilities within the ship or vehicle, as well as his own location. He can also plan unconventional routes around obstacles. Additional Success, Advantage, or Triumph results can reveal other useful information at the GM's discretion.
Natural Leader 1 Core 75 Once per session, may reroll any 1 Cool or Leadership check
Familiar Sun 1 Core 73 Once per session, may perform a familiar suns maneuver, make a hard knowledge (outer rim) or (core worlds) check to reveal the current type of planatary environment and other useful information.
Tactical Combat Training 1 Core 101 Melee and Ranged Heavy become career skills
Intense Focus 1 Core 81 Before making skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.
Wheel and Deal 1 Core 81 When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
Know Somebody 2 Core 81 Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step per rank of Know Somebody.
Smooth Talker 1 Core 81 When first acquired, choose 1 skill: Charm. Coercion, Deception, or Negotiation. When making checks with that skill, spend triumph to gain additional successes equal to ranks in Smooth Talker. [Negotiation]
Sound Investments 2 Core 81 At the beginning of each game session, the character gains credits equal to his ranks in Sound Investments times 100. How this money is earned is up to the player and GM, and could be actual investments, business dealings, or even a small legal or illegal side business. The GM can also decide that the current events of the adventure may make these funds temporarily unavailable.
Bought Info 1 Core 81 When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncanceled success. At the GM's discretion, the character may not be able to use this ability if the information sought is particularly hard to find, or if the character is in a situation where he could not purchase information (such as marooned on a planet with no access to the HoloNet).
Natural Negotiator 1 Core 81 Once per session, may reroll any 1 Cool or Negotiation check.

Background

The Failed Leader

To put it shortly, Arteen or really Valek Sha, was a pirate when he was young. Became captain of a crew before running afoul with the black sun. The vigo in charge their, Orsen Hulak, gave the option of join or die so Arteen and his crew joined the black sun.

They worked in a small fleet of pirates backed by the black sun which would strike targets and convoys in the black suns interest. The fleet got payed, repairs, and equipped well enough with clone wars era ships and some limited run vessels from Mandel motors and CEC.

Arteen met his love at the fleet, a women named Julia “Nebula” Dahlman. Over the course of five years the fleet hit several lucrative targets but Arteen and his crew did some pretty bad things over the course of it, things Arteen still feels guilty about to this day. Near the end of this period the rebellion started to gain notoriety and, being the dreamer that she was, Julia went off to join to get away from the pirate life. The two split up bitterly over the issue but Arteen soon promised to himself that he would join her after his actions weighed on him for too long

The pirates struck a wrong target and ended up being hunted by the imperial navy. The task force led by two vindicators were helmed by, Drisco Barlow and Sabrina Finley. Over the course of six months, the fleet was chased from the pirates the mid rim to the farthest reaches of the outer rim. The black sun faced no consequences, they had severed their support and used the pirates as scapegoats for the imps.

The final battle came at a shadow port named IX-9 where the task force trapped the pirates and Arteen, now the leader of pirates after previous leaders died in a skirmish shortly before the battle, led his remaining forces in a delaying action to allow non combatants to escape. The battle totally destroyed the fleet and Arteen was presumed dead when his flag was destroyed. Scavengers picked him up and hauled him away.

He changed his name from Valek Sha to Arteen Creel and with nothing left went out to fulfill his promise. After months of searching he came to SFL and is now in the fleet. Using his old contacts however he was able to scrub most of his past but owes them a few favors

Motivation

```Motivation- Guilt, Arteen's lost a lot of people and will take every chance he gets to keep from losing more under his command. He will put himself at risk in order to keep others safe.```

Duties

```770 duty-Resource Acquisition

There are never enough supplies to fully support those fighting against the empire and the PC knows it. He is determined to seek out new sources of ect ect of all kinds.```

Description

Leadership specialist tool: enc 1, give :Success: and :Advantage: on leadership checks

CR 1: Overcharged Shields
CR 1: ATA
CR 2: CR90, The Asgard
CR 2: Reinforced Shield Generator
CR 3: Sensor Baffler
CR 3: Decoy Buoy
CR 4: Encrypted Computers
CR 4: EF76 Nebulon-B Frigate, The Meteor
CR 5: CR92a Corvette, Guardian
CR 5: Braha'tok Gunship, Bold Defiance
CR 6: Kav-Dann Power Armor
CR 6: Hardened Attachment
CR 7: High Output Ion Turbine
CR 7:

Other Notes

Base- 120 xp, 0 duty
Operation Droid Dont know- 25 xp, 10 duty, 300 credits, 24 hr
Operation Transmission From Within- 25 xp, 15 duty, 300 credits, 24 hr
Operation Hard Bargain- 20 xp, 25 duty, 300 credits, 24 hr
Operation Hamstring- 12 hr, 20 xp, 15 duty, 300 credits
Operation Old friends- 12 hr, 20 xp, 15 duty, 300 credits
Operation Lightning Strike- 12 h, 20 xp, 10 duty, 300 credits
Operation Rust Vulture- 12 h, 20 xp, 15 duty, 300 credits
Operation Surgical Strike: 25 xp, 15 duty, 400 credits, 24 hr
Operation Drill Sergeant: 20 xp, 10 duty, 300 credits, 12 hr
Operation Money Man: 10 xp, 10 duty, 300 credits, 12 hr
Operation Green Shade: 20 xp, 20 duty, 500 credits, 24 hr
Operation Wrench the Wrench: 25 Xp, 10 duty, 24 hrs, 500 credits
Operation Fun in the West: +25 XP, 500 credits (Bounty), +25 credits (Boxing)
Operation Braha Who: 20 Xp, 20 Duty, 500 credits, 24 hrs
Operation Extended Eye (Arteen): 15 xp, 10 duty, 12 Hrs, 300 credits
Operation Braha When: 15 XP, 20 Duty, 500 credits, 24 Hours
Operation Braha Now: 10 XP, 25 Duty, 600 credits, 24 Hr
Operation Baron's Tax: Arteen (GM): 300 credits, 20 xp, 15 duty, 12 hours
Operation A Long Ride Home: 10 Xp, 10 duty, 600 credits, 24 hrs
Operation Message Maker 25 xp, 15 duty, 600 credits, 24 hours
Operation Volatile Relations: 15 Xp, 5 duty, 700 credits, 24 hrs
Operation Rearqu Mirror: 20 xp, 10 duty, 300 credits, 12 hours
Operation New Blood: 20 xp, 10 duty, 300 credits, 12 hours
Operation Overlord (1): 20 xp, 15 duty, 700 credits, 24 hrs
Operation Mynock Repository: 25 xp, 15 duty, 700 credits, 24 hrs
Operation Declaration: 15 xp, 25 duty, 700 credits, 24 hours
Operation Maximum Ambition: 20 XP, 5 Duty, 700 credits, 24 Hours
Operation Training Day: 20 XP, 10 Duty, 300 credits, 12 hours
Operation Harpies Claw: 25 XP, 20 Duty, 800 Credits, 24 hours
Operation Blinded Judgement: 20 XP, 15 Duty, 300 credits, 12 hours.
Operation Narwhal Hunter: 20 XP, 20 Duty, 800 credits, 24 hours
Operation Hells Harold: 20 XP, 25 Duty, 800 credits, 24 hours
Operation Reformer: 20 XP, 20 Duty, 800 credits, 24 hours
Operation Nest Egg II: 25 XP, 20 Duty, 24 Hours, 900 credits
Operation Crimson Corsair: 20 XP, 10 Duty, 24 hours, 900 credits
Operation Ancient Favors: 15 XP, 10 Duty, 12 Hours, 300 credits
Operation Failed Resuscitation I: 15 XP, 5 Duty, 12 Hours, 300 credits
Operation Kamino I: 25 XP, 15 Duty, 900 credits, 24 hours
Operation Failed Resuscitation ll: 20 XP, 10 Duty, 12 hours, 300 credits
Operation Kamino II: 10 XP, 25 Duty, 900 credits, 24 Hrs
Operation Choke Hold: 20 XP, 20 Duty, 1100 Credits, 24 hours
Operation Scoundrel's Coup: 15 XP, 15 Duty, 12 Hours, 300 credits
Operation Into the Fire: 20 XP, 10 Duty, 300 credits, 12 hours
Operation Poking the Bear: 15 XP, 10 Duty, 300 Credits, 12 hours
Operation Tinderbox: 20 XP, 15 Duty, 1200 Credits, 24 Hrs
Battle of the Wrath: 25 XP, 10 Duty, 1200 Credits, 24 Hrs
Operation Sanctuary: 25 XP, 10 Duty, 1200 Credits, 24 Hrs

51 hours

Base Leadership check [ 5 presence/ 5 ranks/ 1 SOC/2 ranks command/1 Leadership specialist tool/Cascader] !roll [pppppabbb] [sa]
Base charm check [5 presence/1 rank/1 Cascader] !roll [ppaaa]

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