Speed: 25 ft | Envoy DC 17 | Exploration: Avoid Notice | ↶◇◆
Gender
Versatile Human Smuggler Envoy 1
About Blake Lively
Appearance:
Blake Lively looks like a man in his early fifties, though he swears blind he’s “just under forty.” Maybe the years of unfiltered starlight age him faster. Maybe piloting half-dead freighters through radiation belts does it. Or maybe, just maybe, he’s full of it.
Gray hair frames a face that’s seen too many suns and too few soft landings. There are darker streaks still clinging on, same as the man himself, and a beard that walks the fine line between rugged and lazy. His eyes don’t move much, steady, measuring, always a little tired of what they see.
He wears a black piloting overall so patched and stained it’s practically a museum piece. The only color on it is a pink neon stitch in suggestive cursive across his back that reads: VAL’S LICK-HER SHOP.
Heavy strap boots carry him like they’ve done it across half the system. His belt bristles with pouches: one for his medkit, one for a set of fine tools you probably wouldn’t find in a mechanic’s shop, and one for a knife that’s been sharpened more times than it probably should’ve survived. His crossbolter is always nearby, though it’s never loaded. He claims it’s a “philosophical choice.”
He’s got the look of a man who’s been chewed up by the frontier and spat back out with a smirk, the kind who’s seen enough to stop being surprised but not enough to stop caring entirely.
Blake Lively
Versatile Human Smuggler Envoy 1
Medium / Human / Versatile Human / Humanoid
Perception +3 Languages Common, Castrovelian, Diasporan
AC 16 HP 17 Fort +4, Ref +8, Will +5 Speed 25 feet
Str +0, Dex +3, Con +1, Int +1, Wis 0, Cha +4
Melee Dagger +6, Damage 1d4 P (Agile, Analog, Finesse, Thrown 10 ft., Versatile S
Comm Unit Flashlight, Commercial Holoskin, Commercial
Credits
25 Cred
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Recharge Weapon (1 Action):
Range Touch
Targets 1 weapon with capacity
You touch a weapon with no remaining ammunition and recharge it with magical energy. The target gains ammunition or charges equal to its expend until the end of your next turn, allowing anyone holding the target to make one Strike with the weapon. This spell only recharges weapons that use ammunition with a cost of 10 credits or less.
Heightened (3rd)
The target gains ammunition or charges equal to double its expend.
Heightened (6th)
The target gains ammunition or charges equal to triple its expend.
Heightened (9th)
The target gains ammunition or charges equal to quadruple its expend.
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Directives
Get 'Em! (1A - 2A)
(Directive, Envoy)
You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.
Lead by Example If you used two actions, Strike the target. You gain a status bonus to the damage roll equal to your Charisma modifier. Regardless of whether the Strike hits, you and your allies gain a +1 status bonus to damage on subsequent Strikes made against the enemy until the start of your next turn. Increase the damage by 1 at 5th, 10th, 15th, and 20th levels.
Go to Ground! (1A - 2A)
(Directive, Envoy)
You succinctly direct your allies to find cover by any means necessary. You and all allies within 60 feet count any form of lesser cover as standard cover until the start of your next turn.
Lead by Example If you used two actions, Take Cover. Any allies within 60 feet can Take Cover as a reaction.
Keep on keeping on! (1A - 2A)
(Directive, Envoy)
You push your allies to continue fighting despite their injuries. Select an ally within 30 feet. Until the start of your next turn, that ally increases the next healing they receive by an amount equal to your Charisma modifier plus half your level.
Lead by Example If you used two actions, you Battle Medicine the target, and the target only becomes immune to Battle Medicine for the next 10 minutes instead of 1 day.
Battle Medicine
You’re holding or wearing a medkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
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Feats
Level 1 General - Adopted Ancestry - Lashunta
Level 1 Ancestry - Psychic Talent - Recharge Weapon
Level 1 Class - Go to Ground!
Level 1 Skill - Assurance (Medicine)
Level 1 Background - Experienced Smuggler
Level 1 Leadership Style - Through Desperate Times - Battle Medicine