Forte Hass
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Star Wars: Dawn of Defiance | |
---|---|
GM | |
Tim | |
Game | |
XP: 15 | |
Rebels | |
Forte Hass RAM-53Y "Ramsey" | |
Key NPCs | |
Captain Sirona Okeefe · Senator Bail Organa |
[Graphic]
[Background]
Characteristics
Career/Specialization(s): Hired Gun/Bodyguard
Brawn | Intellect | Willpower | Agility | Cunning | Presence |
2 | 2 | 2 | 3 | 2 | 3 |
Soak | Wounds | Strain | Defense (Melee) |
Defense (Ranged) |
Force Rating |
2 (3) | 12 | 13 | 1 | 1 | N/A |
Twi'lek
- Social Contract: Twi’leks begin the game with one rank in Charm or Deception. (not above 2)
- Arid Adapted: Remove 1 due to hot or arid conditions.
Obligation | 10 [Favor] Starting, Unspecified |
Motivation: Relationship | Comrades: the character shows loyalty to those he serves alongside. |
Specific Causes: Emancipation | The character sees slavery and indentured servitude as an abomination that must be undone. |
Ambition: Expertise | The character want to excel in his chosen profession and constantly practices to achieve perfection. |
XP Total | XP Unspent |
10 | 10 |
Skills
- Hired Gun Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light), Resistance, Vigilance
- Bodyguard Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)
- ✓ denotes class/specialization skill
- ■ denotes one rank in the skill
Talents
Hired Gun: Bodyguard
Equipment
Credits | Encumbrance | |
Capacity | Current | |
3 | 8 | 7 |
Armour
Armored Clothing (+1 Soak, +1 Defense)
Weapons
- E-10 Blaster Rifle
- Base: Energy, Ranged (Heavy), Damage 9, Critical 3, Long, Enc 4, HP 4, Cost 900, Rarity 5
- Stun Setting
- Merr-Sonn Q2 Holdout
- Frag Grenade
- Base: Piercing, Ranged (Light), Damage 8, Critical 4, Short, Enc 1, HP 0, Cost 50, Rarity 5
- Blast 6, Limited 1
- Unarmed Strike
- Base: Bludgeoning, Brawl, Damage +0, Critical 5
- Dresselian Projectile Rifle (Unequipped)
- Base: Piercing, Ranged (Heavy), Damage 7, Critical 5, Medium, Enc 5, HP 1, Cost 250, Rarity 3
- Cumbersome 2
Equipment
- Commlink
- Short range communicator with earpiece.
- Basic Tool. Encumbrance 0
- Stimpack (Empty)
- Auto-injected mixture of pain killers, stimulants and restoratives.
- As a maneuver, restore 5 points to a character's wound threshold, less 1 for each stimpack already used that day. Encumbrance 0
- Utility Belt
- Imperial Army Trooper belt with several drop pockets.
- +1 Encumbrance
- Extra Reloads
- Few extra power packs.
- Cancel first despair for "out-of-ammo". Encumbrance 1
Survival Kit
- Kit Bag
- A bag specifically designed to hold the Survival Kit.
- Thermal Cloak (Dark)
- An all weather cloak designed to deflect the worst of environmental hazards. These versions are non-reflective so as not to give away the wearer's position.
- Use of a thermal blanket or cloak removes up to two setback dice from checks made to handle extreme heat or cold.
- Multi-tool
- Foldout tool system that includes pliers, screwdrivers, files, small knifes and other similar devices.
- Basic Tool, Encumbrance 1
- Distress Beacon (Undercover)
- A small device with a multi-band transmitter. This one has been programmed away from the usual emergency bands.
- Add 2 boost dice to Perception, Computers or Surveillance checks to find user.
- Emergency Comlink
- These comlinks are ruggedly built and have long battery life, but are short ranged and lack many of the features of standard commercial models.
- Basic Medpack
- A small case with limited, but critical, supplies.
- Basic (Emergency) medpacs allow characters to use the Medicine skill to heal others without penalty. Encumbrance 1
- Respirator
- Fits over the mouth and nose to allow for breathing in hostile atmospheres.
- Encumbrance 1
- Water Jug with Filter, Rations (10)
- Allows for water purification. Each ration is enough to feed one person for one day.
- Encumbrance 1
- High-tensile microfiber line
- 50 Meters of a metal-fiber line strong enough to catch a falling individual without snapping. Can be cut with effort. Retracts into the original carrying case (though not with much strength)
- Glow Rod
- Small handheld light source which directional light good for about 20 meters of directional good visibility. Alternately can provide about 3 meters omnidirectional good visibility.
- Flare Gun
- A small pistol-shaped device which ignites and launches a signal flare.
- 5 flares, each loaded invidividually. Launches approximately 150m in standard gravity and atmosphere.