Orrin Haako by EmperorMatteus

Species
Nemoidian
Career
Commander
Specializations
Strategist
System
Age of Rebellion

0
Threshold 13
Current 13
Threshold 15
Current 15
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
4
5
3
3
5

Skills

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

Attacks

Model-1 "Nova Viper" Blaster Pistol
Range
Medium
Skill
Ranged: Light
Accurate 2, Pierce 2, & Stun Setting.
Damage
7
Critical
3

0
858
8

Weapons & Armor

Lector's Outfit
Soak: 1 | HP: 1
A character wearing a lector's outfit adds a boost die to any social check involving a large group of listeners, and can be heard clearly even at considerable distances.

CF-9 Republic Naval Flight Suit
Defense: 1 | Soak: 1 | HP: 1
Includes built-in respirator. Remove 1 setback dice from Piloting (Space and Planetary) checks added due to danger or stress of the action.

Personal Gear

Commlink
DH-77 Headcomm
Datapad
Utility Belt

Symbol of Command | Rebel
No matter what form the item takes, Commanders carrying a symbol of command add a boost die to all Social skill checks made to interact with others brought up in their particular military culture.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Special Abilities 1 Neimoidians begin the game with one rank in Negotiation. They still may not train Negotiation above rank 2 during character creation.
Researcher 2 The character removes a setback dice per rank of Researcher from [their] Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher).
Grit 3 Each rank of Grit increases a character's strain threshold by one.
Ready for Anything 2 Remove a setback dice per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character's Cool or Vigilance checks to determine Initiative order.
Clever Command 1 When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander of the acting force (or when upgrading the difficulty if the character is the commander of the enemy force), the character may use ranks of Knowledge (Warfare) instead of ranks in Leadership.
Well Read 1 The character chooses any three Knowledge skills. They permanently become career skills.
Knowledge Specialization 2 When the character first acquires this talent, [they] may choose one Knowledge skill. When making checks with that skill, [they] may spend a triumph result to gain additional success results equal to [their] ranks in Knowledge Specialization.
Master Strategist 1 Once per phase during a mass combat, the character may suffer 2 strain to decrease the difficulty of the next Mass Combat check once.
Improved Researcher 1 When the character makes a successful Knowledge check to gain information, they and their allies gain automatic advantage results per rank of Researcher to checks they make to act on that knowledge until the end of their next turn.
Coordinated Assault 1 The character may make a Coordinated Assault maneuver. If they do so, a number of allies engaged with the character equal to the character's ranks in Leadership gain an advantage result on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per additional rank of Coordinated Assault.
Command 1 The character gains a boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add a boost die per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Thorough Assessment 1 Once per session, the character may make a Hard difficulty Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation) to perform the Thorough Assessment action. If [they] succeed, the character may add a boost die to one check that another character who could reasonably benefit from this information makes before the end of the encounter. For every success beyond the first, [they] may add a boost die to one additional check this way. [They] cannot allocate more than one boost die to any single check this way. At the end of the encounter, any unused boost dice are lost.
Careful Planning 1 Once per game session, the character can choose to introduce a "fact" or additional context directly into the narrative as if they had spent a Destiny Point.
Improved Ready For Anything 1 When making Cool or Vigilance checks to determine Initiative order, the character may spend a triumph result to add additional success results equal to ranks in Ready for Anything.

Background

Motivation

Duties

Description

Other Notes

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