Kree Jac

Kree Jac

PostPosted by Tommy » Mon Mar 13, 2017 5:18 pm

Kree Jac
Image
"There's nothing I can't bargain for!"

Physical Information
Type/Archetype/Template: Talker
Gender/Species: Male Zeltron
Age: 34
Height: 6'3'' ft / 1.905m
Weight: 180 lbs / 81.5kg
Physical Description: A average looking Zeltron, which is simply a chiseled pink-fleshed human, with long dark pink hair that is either let down or pulled into a bun. He wears a green bodysuit that connects from legs to torso, with a utility belt around his hips that contains a number of pouches. His skin is pretty much intact from visible signs of damage, kept to a soft glossy glow of pink. He has a pair of emerald pupils that match his main color of green.


Skills
DEX 2D: Blaster 3D (s) Blaster: Sporting Blaster 4D
KNO 4D: (s) Bureaucracy: Republic 5D, (s) Law Enforcement: Republic 5D, Value 5D,
MEC 4D: Astrogation 5D, Capital Ship Piloting 6D, Capital Ship Shields 5D, Sensors 5D
PER 5D: Bargain 6D Command 6D Con 6D Persuasion 6D
STR 2D:
TEC 1D:

Character Information
Move: 10m
Force Sensitive?: No
Force Points: 1
Dark Side Points: 0
Character Points: 5
Credits: 970

Special Abilities:
  • Empathy: Zeltron feel other people's emotions as if they were their own. Therefore, they receive a -1D penalty to ALL rolls when in the presence of anyone projecting strong negative emotions.
  • Pheromones: Zeltron can project their emotions, and this gives them a +1D bonus to influencing others through the use of the Bargain, Command, Con, or Persuasion skills.
  • Entertainers: Due to their talents as entertainers, Zeltron gain a +1D bonus to any skill rolls involving acting, playing musical instruments, singing, or other forms of entertainment.
  • Initiative Bonus: Zeltron can react to people quickly due to their ability to sense emotion, and thus they gain a +1 pip bonus to initiative rolls.
Story Factors:
  • Support others: He hopes to make a stable living for adventurers by making a stable mercenary company.
  • Star-Hopper Company: Kree would like to make contact with other members of the old Star-Hopper Company, possibly even bring them onboard the mercenary ship.
Equipment
Carried on Person:
Credit Chips
Shipsuit
Cost: 200 Availability: 1 Game Notes: Multi-pocketed coverall, fireproof and electrically nonconductive.
DDC Defender
Skill: Blaster: sporting blaster Ammo: 50 Cost: 350 (power packs: 25) Availability: 1, F Fire Rate: 1 Range: 3-10/30/60 Damage: 3D+1
2x Power Packs
Weeks ration sticks and purifying water canteen in pouch
Glow-rod
Medpac Cost: 100 Availability: 1 Game Notes: Heals one wound level on a successful first aid roll, being expended after that
1x Vials of Elixir of Infatuation: A creature that imbibes the transparent, odorless liquid becomes infatuated with the first creature he or she sees afterwards. The mind-influencing effect lasts for 1D hours, and a successful Difficult willpower roll negates the effect. If the drinker and the source of the infatuation are of the same species, apply a -1D+1 penalty to the drinker’s roll. If both are human or near-human, but of different species, apply a -2 penalty to the roll instead. Creatures with Dark Side Points or immune to mindinfluencing effects are immune to the elixir. An infatuated creature suffers a -2D penalty to Perception-based rolls regarding the source of infatuation. If this source threatens the infatuated creature in any way, the victim gets another willpower roll to negate the elixir’s effect.

Onboard in Personal Storage:
Space-suit
+1D to resist damage, -1D to Dexterity and related skills. Helmet has voice-activated comlink. Atmosphere pack can keep the user comfortably supplied with oxygen for six hours of vigorous activity. Fine
manipulation is not possible with the heavy gloves. Normal blasters can’t be used, unless modifications involving the removal of trigger guards and addition of trigger extensions are made (an Easy blaster repair task that takes one hour). Characters firing jury-rigged weapons reduce their blaster skill by 1D.

Story Information
Background: Kree Jac was raised up on the lawless planet of Rishi, where he and a small Zeltron community made a communal living together by using their natural talents to fund their little neighborhood. Kree spent his time being a persuasive mechanic-shop assistant, egging customers into buying certain things and simply amusing them while they visited. He'd grow to dislike the rigid living of a collective community, especially with what he tasted from the freedom of the local jungle-planet right outside of it's fences. When he came of age, he made off planet and went to the galaxy's capital of Coruscant. Although overwhelmed, he found a living with a star-port that orbited Coruscant. He spent a number of years here, learning of commercial trade and the- albeit limiting but opportunity filled- Republic.
Eventually Kree received his license to pilot and was able to take on jobs that had him piloting tug ships to co-piloting freighters the size of small towns. He found his last job in the piloting business when he worked as a embassy-ship captain that ferried ambassadors. Not long after his enlistment, he was discharged from work for misconduct with a ambassador and left to his own motivations. His dislike for the authority above him boiled up to him simply wandering out with a band of other like-minded adventurers, and they were soon dubbed Star-Hopper Company as they traveled the galaxy. He'd be their pilot and business-face for operations as they made their way, planet to planet, exploring.

Personality: A talkative figure who enjoys getting to know others, no matter how long they've already been acquainted- there's always something more to know or chat about. Being away from other Zeltrons for quite some time, the sexuality stigma of his culture did not rub off as much on Kree as it stereotypically does with many Zeltrons. He enjoys being able to have his freedom to do what he wants, and this reflects in the lack of personal belongings he has on him. Kree enjoys using diplomacy and talking it out in situations, as this is how he lived most of his life- even on his harsh birth-world. When faced with people that aren't happy- or just plain out negative- he becomes clouded in thought and/or displeased.

Objectives/Goals:
Regroup the adventuring group. Not completed
To gain personal freedom. Completed by having an starship.
Help others succeed in their life goals and generally help. In progress

A Quote: "There's nothing I can't bargain for!"

Connection With Characters:
Was part of the adventuring band before it was disbanded, where he spent a ton of time with the members- keeping in contact with a number of them to this day.

Out-of-character Information
Days Available to Play: Tuesday, Wednesday, Thursday, Saturday
Timezone: EST
OOC Date of Making the Sheet: 3/13/2017
Number of Games Played In:

Character Point Log:
+5 for starting character points
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Tommy
 
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Joined: Sun Mar 12, 2017 4:55 pm

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