Seoni

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365 posts. Alias of Joy.


About Vintressa

Pic of Vintressa

Background:

Question 1: Who do you know? Name a couple of contacts your character has made, people they can call on for a favor or support when the time comes. One of these should be someone who could be a contact over and over again, and one should be more of a short-term or one-time deal—they owe you a favor, something along those lines. Give them a name and a basic summary of their role—something like “Dexter Jettster, Cantina Owner/Information Broker” would do, with a little more to explain how you know them and while they’re willing to help you.

Vil Illaush -
An ex-boyfriend of Vintressa's and a fellow nautolan, Vil works as both a freighter pilot and a smuggler. They had know each other since childhood and dated briefly when teenagers. They broke up when they realized they both wanted to embark of vastly different careers, but have always maintained their friendship and frequently communicate with each other.

Kirai Maltease -
Vintressa met Kirai when they were both imprisoned at the same time. Kirai is the human daughter of a crime boss on Coruscant and thought that she was above being arrested. Vintressa saved her from being shivved when Kirai was jumped by some inmates who owed fealty to a rival crime boss. Kirai vowed to return the favor some day and is back to currently serving as the heir to her father's criminal empire.

Question 2: Who knows you? Name an enemy your character has made, living or dead. The Galaxy is a dangerous place, and not so long ago it was embroiled in all-out war. It’s difficult to make it very far in life without making enemies, and for the types of people who become Player Characters, it’s all but impossible. Maybe it’s a smuggler you busted, rotting in prison and waiting for revenge; maybe it’s a Sith apprentice whom you dueled to the death as a Padawan during the dark days of the Great War. Give them a name and summary like your contacts above, with a brief note on why you are (or were) enemies. (Obviously noting their current state will be helpful too, because if you don’t, I’ll take it and run as far as I can.)

Oonai Ja'kar -
Vintressa used to be partnered up with a fellow scout and male Twi'lek by the name of Rurak Ja'Kar. He was captured by Imperials while on a mission and is assumed dead. His sister, Oonai, blames Vintressa for his capture and claims that she didn't do anything to help him. Oonai was a Padawan, serving at the same Coruscant Temple that Ril'lan has once served at.computer specialist and is suspected of defecting to the Sith side. Most likely in an attempt to find her brother.

Question 3: Why are you part of this mission? The game is going to start with your first mission as a team already underway: a “cold open,” in medias res, whatever you want to call it. The objective is to rescue one Kaul Wren, a Republic Special Forces agent who was compromised and captured by Sith agents. He’s currently being held in a complex on the city-planet Carratos, kept under careful watch and tight security measures. The situation is delicate for many reasons, but it seems a perfect testing ground for the new unit the party comprises.
But the group has been hand-selected for the expertise of each individual and their purpose in this particular mission. Explain what your role in the mission is, and be specific! If you’re a sharpshooter, don’t say “I was brought on for my precise aim and cool trigger finger;” try something like “Intelligence showed there are three guards posted on the balconies of the floor where Wren’s being kept, and there’s no approach to take them out without alerting them. The only vantage point to take them out is over 300 meters away; command knows there are just four rifles in the Republic who can make that shot, and I’m the only one who can make all three quick enough to count.”

Vintressa unit had been tapped to gather up the initial intel on the complex where Kaul Wren was being held at. She was responsible for tracking down one of the original designers of the complex who had long since retired. After securing a set of early blueprints from him, it appeared that there were a series of desalination tubes ran under the complex and that there was an access point to them located in the bowels of it. A really patient person would be able to make her way through the 3x3 foot tubes, cut through the locks on the hatch to the access point, stealthily make her way to the point where she would best be in position to make the shots needed to take out the two sentries who be responsible for watching the area that the retrieval team would be making its entry point from and to provide support fire during it's withdrawal.

Given her past performances, Vintressa's superiors recommended her for the job and the mission commanders agreed.

I would imagine that Vintressa would already be in position during game open.

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Vintressa was born on the Nautolan homeworld of Glee Anselm, but migrated with her parents to Coruscant when she was a young child. Her parents couldn't bear to be separated from their son. Ril'lan was Vintressa's older brother and tested as force sensitive. He was sent to the temple on Coruscant for his training.

Vintressa has always adapted to new environments well and had no difficulty in adjusting to life on what was a vastly different planet than the one she was born on. She soon found other children her age to befriend, her closest one was Vil Illaush, a fellow Nautolan child. He was her best friend throughout childhood, her first boyfriend as a teenager and remained a close confidant as an adult.

When Vintressa was 19, she had gone to a new club opening with a couple of female friends. She has recently broken up with Vil and desperately needed a night out with the girls to cheer herself up. Sadly, the events of that night were anything but cheery. After making the unwise decision to accompany someone that she had just met into a private VIP room, she soon found herself being assaulted by that someone. The man seemed to have greatly underestimated the constitution of a Nautolan and instead of being incapacitated by his attack, she was able to fight him off and caused some serious bodily injury to him. Unfortunately though, she remained stuck in that room with him because she was unable to open the lock on the door.

When the security officers finally arrived on the scene, alerted by the man via his commlink instead of by her cries that went unheard through the soundproof room, the man ordered them to arrest her for assaulting him. Vintressa was beyond shocked when they did just that, protesting that she was the victim of his attack and had just been defending herself. Sadly, the man, Kasam Rillium, was actually the owner of the club and a very well-connected and wealthy businessman and had very little trouble in arranging evidence and witnesses to back his version of her vicious attack and her claims of self-defense were ignored.

Vintressa found herself sent away to prison on the trumped up charge of assault. It was yet another new environment for her to adapt to. She made a few friends and enemies during her time there, the most notable being Kirai. The daughter of a crime boss, she had considered herself above the law and that she was as immune to prosecution as her father seemed to be. However, she soon found out that she couldn't just walk out of a store with jewelry that she didn't feel the need to pay for. Vintressa and Kirai were assigned as roommates during their time in prison and Vin even prevented Kirai from being stabbed by another inmate.

After her release from the juvenile prison, Vintressa did her best to catch up to her schooling and complete her education. Though with a criminal record already, her future prospects for employment looked rather dim and for a while she was not sure of what to do with her life. That indecision ended with her brother's death. Ril'lan had graduated from the Jedi Temple during her incarceration and had later been sent on a classified mission. The mission had been pronounced a failure and her brother listed as being killed in battle by a Sith.

Wanting a chance to get revenge for the death of her brother, Vintressa joined the Republic Military. She soon found out that she had actual talent with a gun, that plus her natural adaptability and her keen senses got her grabbed up by the scouts for some specialized training.

After her training is completed, Vintressa found herself assigned to a unit in the capacity of scout/sniper. She spent almost two years with that unit, earning a reputation for her patience as a sniper. Never rushing a shot, being more than willing to just lay still for as long as needed for kill shot. During her time with her old unit, she had managed to form a few friendships, one of which turned into an actual relationship. The fellow was a male Twi'lek, a scout and demolitions expert by the name of Rurak Ja'Kar. They did their best to keep their relationship hidden and to not let it interfere with their work.

One particular mission has Vintressa partnered up with Rurak. She was to assist him in gaining access to a seaside Sith supply depot. Vintressa's job was to infiltrate the water desalination plant beside the depot through the long, underwater pipes that brought fresh seawater into the plant. She was then to make her way to the top and assume a position to take out the sentries when Rurak was ready to approach and set the explosive charges to cripple the depot. However, it seemed that the intel they received regarding guard shift changes appeared to be flawed. Halfway through the set up, a new set of guards headed to the watch points of the sentries that she had efficiently taken care of. Vintressa cursed the gods of several different races as she tried to raise Rurak on his com. By the time he answered, he had already been spotted by one and Vintressa managed to head shot the fellow before he could do anything other than point. She wasn't so lucky with the other guard though. He noticed Rurak a split second after the first guard did and was on his own com before Vintressa could kill him too. Rurak wasted precious time finishing up the explosives, thus not leaving himself enough time to swim back out to Vintressa before being captured by the guards who had responded to the intruder alert. Realizing that he wasn't getting away, Rurak yelled over his com for her to dive deep and then he triggered the explosives. Obeying him, Vintressa dove down and swam away, never actually seeing the explosions and the completion of their mission.

Vintressa was eventually able to report back to her unit, detailing how Rurak had sacrificed himself to see the mission completed. No one in her unit or in command blamed her at all for Rurak's death, though his sister, Oonai Ja'kar was another matter. She was convinced that it was all Vintressa's fault that he brother died and when Vintressa attended Rurak's memorial services, Oonai physically attacked her and threatened to kill her. Several other people at the service separated the two and Vintressa quickly left instead of causing anymore of a scene at the memorial.

Vintressa continued working with her unit for another month before being chosen for the mission to rescue Kaul Wren.

Character Sheet:

Class: 3 Scout/1 Scoundrel/3 Soldier/1 Bounty Hunter
Species: Nautolan
Gender: Female

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Racial Abilities:
Breathe Underwater: As amphibious creatures, Nautolans cannot drown in water
Expert Swimmer: A Nautolan can reroll any Swim check, but the result of the reroll must be accepted, even if it is worse. In addition, a Nautolan can take 10 on Swim checks even when distracted or threatened .
Low-light Vision: Nautolans ignore concealment (but not total concealment) from darkness.
Natural Damage Reduction: The rubbery hide of a Nautolan provides DR 2.
Pheromonal Sensor: A Nautolan can reroll any Perception check made to sense deception or sense influence, but the result of the reroll must be accepted, even if it is worse. If underwater, the Nautolan can take the better of the two rolls instead.
Automatic Languages: Basic and Nautila.

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Background:
Imprisoned: As a result of your imprisonment, you start as a hero with a criminal history, but you also have a number of criminal contacts who can help you out. You can obtain black market goods in half the time it usually takes to obtain them (minimum 1 day). See pagee 119 of the Saga Edition core rulebook for information on obtaining resticted objects on the black market.
Skill: Stealth

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Attibutes:
Strength: 12
Dexterity: 18
Constitution: 16
Intelligence: 10
Wisdom: 16
Charisma: 10

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Derived Stats:
Hit Points: 86
Force Points: 10
Damage Threshold: 25
Damage Reduction: 2
Speed: 6 [Swim Speed: 4]
Base Attack: +7

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Defenses:
Fortitude: 25 (18+3+2+2)
Reflexes: 26 (18+4+4)
Will: 22 (18+3+1)

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Skills:

Trained:
Athletics: +10 (+4+1+5)
Endurance: +12 (+4+3+5)
Initiative: +13 (+4+4+5)
Perception: +17 (+4+3+5+5) *reroll available
Stealth: +13 (+4+4+5) *reroll available
Survival: +12 (+4+3+5)

Untrained:
Acrobatics: +8
Deception: +4
Gather Information: +4 (*Note: Replaced by Perception. Reroll available.)
Knowledge (any): +4
Persuation: +4
Pilot: +8
Ride: +8
Treat Injury: +7
Use Computer: +4
Use the Force: +4

Languages: Basic, Nautila

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Talents:
Acute Senses: (Core pg. 49) You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Evasion: (Core pg. 50) If you are hit by an area attack. you take half damage if the attack hit you. If the area attack misses you, you take no damage.
Dastardly Strike: (Core pg. 46) Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the target moves -1 step along the condition track.
Improved Stealth: (Core pg. 49) You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
Disruptive: (Core pg. 46) By spending two swift actions, you can use 'your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
Ghost Assailant: (Galaxy at War pg. 20) If you start your turn with total concealment or total cover from a target, during that turn you can make a Stealth check as a swift action, opposed by the target's Perception check. If you succeed, the target is considered flat-footed against you until the end of your turn.
Keen Shot: (Core pg. 49) You take no penalty on your attack roll when attacking a target with concealment (but not total concealment).
Armored Defense: (Core pg. 52) When calculating your Reflex Defense, you may add either your heroic level or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.
Devastating Attack (Rifles): (Core pg. 53) Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's damage threshold as if it were 5 points lower when determining the result of your attack.
Penetrating Attack (Rifles): (Core pg. 53) Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's damage reduction as if it were 5 points lower when determining the result of your attack.
Indomitable: (Core pg. 52) Once per day as a swift action, you can move +5 steps on the condition track. This does not remove any persistent conditions that may be affecting you.
Tough as Nails: (Core pg. 53) You can catch a second wind one extra time per day. If you have this talent and the Extra Second Wind feat, you can catch your second wind a total of three times per day.
Hunter's Mark: (Core pg. 208) If you aim before making a ranged attack, you move the target -1 step along the condition track if the attack hits.
Nowhere to Hide: (Core pg. 208) You may choose to reroll any Gather Information checks made to locate a specific individual, but you must keep the result of the reroll even if it is worse.

Feats:
Shake it Off: (Core pg. 88) You can spend two swift actions instead of three swift actions to move + 1 step along the condition track.
Weapon Proficiency (Pistols): (Core pg. 89)
Weapon Proficiency (Rifles): (Core pg. 89)
Weapon Proficiency (Simple Weapons): (Core pg. 89)
Weapon Proficiency (Advanced Melee Weapons): (Core pg. 89)
Armor Proficiency (Light): (Core pg. 82) When you wear light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
Skill Focus: Perception: (Core pg. 88) You gain a +5 competence bonus on skill checks made with one trained skill of your choice.
Point Blank Shot: (Core pg. 87) You get a + 1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range.
Careful Shot: (Core pg. 82) If you aim before making a ranged attack, you gain a + 1 bonus on your attack roll.
Precise Shot:: (Core pg. 87) You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without tak ing the standard -5 penalty.
Weapon Focus (Rifles): (Core pg. 89) You gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group.
Steadying Position: (Galaxy at War pg. 26) When you are prone and aim before making a ranged attack, your target does not benefit from its Dexterity bonus to Reflex Defense.
Quick Draw: (Core pg. 87) You can draw or holster a weapon as a swift action instead of as a move action.
Informer: (Force Unleashed pg. 34) You can use your Perception modifier instead of your Gather Information modifier when making Gather Information checks. You are considered trained in the Gather Information skill for the purpose of using this feat. If you are entitled to a Gather Information check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations). Additionally, when you have favorable conditions for your Gather Information check (such as from operating on your home planet), you reduce by half the time it takes to make a Gather Information check.

Advantageous Attack (Force Unleashed 31) as a bonus feat.

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Equipment:
This equipment list is pretty flexible. For the most part the character will have at least one rifle, a pistol, and some defensive grenades. Some survival equipment and light stealth armor to round it out. But she doesn't need much else.

Credits: 6,665
Total Encumberance: 26.2kg (36kg)

Thinsuit [+0 Ref Defense, +0 Fort Defense, Max Dex Bonus +6, Weight: 1kg, 5400 credits] (Clone Wars pg. 64)
Tech Specialist Modification: Additional Upgrade Slot (double cost)
Armor Upgrade [2]: Mesh Underlay [2]

Marine Armor [+5 Ref Defense, +2 Fort Defense, Max Dex Bonus +4, Weight: 10kg, 22,650 credits, Restricted] (Galaxy at War pg. 45)
Stripped Equipment: Aquatic Adaptation
Tech specialist Modification: Agile Armor, Max Dex increased by 1. (double cost)
Armor Upgrades [2]: Armorplast [0], Holoshroud [1], Integrated Equipment (5 slots) [1]
Integrated Equipment: Mechanical Interface Visor, Datapad, Electrobinoculars, Sound Sponge, Blaster Pistol [3d6 Damage, 2d6 Stun Damage, Rate of Fire: S, Weight: 1kg, Type: Energy, Restricted]
License: 2,265 credits

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SoroSuub Firelance: [3d8 Damage, 4d6 Damage, Rate of Fire: S/A, Weight: 3.7kg, Type: Energy, Restricted, 4,600 credits, Restricted] (Clone Wars pg. 63)
Tech Specialist Modification: Improved Accuracy (double cost)
Weapon Upgrades [1]: Environmental Sealing [1], Bipod [0], Double Trigger [0], Targeting Scope [0]
License: 460 credits

Vibrodagger: [2d4+1 Damage, Weight: 1kg, Type: Slashing or Piercing, 200 credits]

Ion Grenade [2]: [4d6 ion Damage, Rate of Fire: S, Weight: 1kg, Type: Energy [ion], Restricted, 500 credits] (Core pg. 129)
License (Ion Grenade): 25 credits
Stun Grenade [2]: [4d6 Stun Damage, Rate of Fire: S, Weight: 1kg, Type: Energy, Restricted, 500 credits] (Core pg. 129)
License (Stun Grenade): 25 credits

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Long-range Comlink [miniaturized, encrypted] (2,750 credits)
Camouflage Poncho (Galaxy at War pg. 46) (125 credits, 1.5kg)
Climbing Harness (Unknown Regions pg. 40) (45 credits, 0.7kg)
Hypoinjector wristband (Unknown Regions pg. 40) (350 credits, 0.1kg)
ABC Scrambler [miniaturized] (Scum and Villainy pg. 52) (3,500 credits, 1.5kg)
Liquid Cable Dispenser [4] (40 credits, 0.8kg)
Field Kit [miniaturized] (1,500 credits, 5kg)
Power Pack [10] (250 credits, 1kg)

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Character Creation:

Attributes:
Starting Attributes:
Strength: 12, Dexterity: 16, Constitution: 14, Intelligence: 12, Wisdom: 16, Charisma: 10
Species: Constitution +2, Intelligence -2, Wisdom -2
Level 4: Dexterity +1, Wisdom +1
Level 8: Dexterity +1, wisdom +1

Skills:
Background: Imprisoned (Trained Skill gained: Stealth)
Scout (5 Skills): Athletics, Endurance, Initiative, Perception, Survival

Defenses: +4 Reflex, +2 Fortitude, +1 Will
Scoundrel: +2 Reflex, +1 Will
Scout: +2 Reflex, +1 Fortitude
Soldier: +1 Reflex, +2 Fortitude
Bounty Hunter: +4 Reflex, +2 Fortitude

Level Breakdown:
Level 1: Scout 1
Hit Points: 24+3 (27)
Class Starting Feats: Shake it Off, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons), Armor Proficiency (Light), Weapon Proficiency (Advanced Melee Weapons)
Level Feat: Skill Focus: Perception
Talents: Acute Senses, Evasion

Level 2: Scoundrel 1
Hit Points: 4+3 (34)
Class Feat: Point Blank Shot
Talents: Dastardly Strike (free), Improved Stealth, Disruptive

Level 3: Scout 2
Hit Points: 5+3 (42)
Class Bonus Feat: Careful Shot
Level Feat: Precise Shot

Level 4: Scout 3
Hit Points: 5+3 (50)
Talents: Ghost Assailant, Keen Shot

Level 5: Soldier 1
Hit Points: 6+3 (59)
Class Feat: Weapon focus (Rifles)
Level Feat: Steadying Position
Talents: Armored Defense (free), Devastating Attack, Penetrating Attack

Level 6: Soldier 2
Hit Points: 6+3 (68)
Class Bonus Feat: Quick Draw

Level 7: Soldier 3
Hit Points: 6+3 (77)
Level Feat: Informer
Talents: Indomitable, Tough as Nails

Level 8: Bounty Hunter 1
Hit Points: 6+3 (86)
Talents: Hunter's Mark, Nowhere to Hide