Barrett D'Gane

Description

  • Gender/Species: Male Zeltron
  • Age: 21
  • Height/Body type: Average
  • Career: Smuggler
  • Specializations: Gambler, Charmer
  • Distinguishing physical features: Reddish skin, purple hair

Journal Entries

Characteristics

2
2
2
3
1
3
2
12
0
13
0
7
0
0
0

  • Total XP: 254
  • Unused XP: 9
  • Credits: 2626

Skills

Skill © Pool Rank
Charm (Pr) 1
Computers (Int) 0
Cool (Pr) 1
Coordination (Ag) 1
Deception (Cun) 2
Leadership (Pr) 1
Negotiation (Pr) 0
Perception (Cun) 0
Piloting (Space) (Ag) 0
Skulduggery (Cun) 2
Streetwise (Cun) 1
Vigilance (Will) 0
Underworld (Int) 0

Talents & Abilities

  • Species Ability 1: Empathy - Add to all incoming Charm or Deception rolls that target the Zeltron.
  • Species Ability 2: Pheromones - Zeltrons add to all Charm, Deception, and Negotiation skill checks.
  • Convincing Demeanor (2 ranks) - remove from Deception or Skulduggery checks.
  • Second Chances (2 ranks): May re-roll two positive dice once per encounter.
  • Up the Ante (2 ranks): Win 20% more credits when gambling.
  • Grit (2 ranks): +2 strain threshold
  • Double or Nothing: 2 strain (incidental) - increase the difficulty of any check, and after all dice are cancelled out, double the remaining advantages.
  • (Improved) Inspiring Rhetoric: Average Leadership Check: Each = 1 ally in close range recovers 1 strain; = one ally recovers additional strain. Each ally affected gains on all skill checks for rounds=Leadership ranks (currently 0… need more XP!)
  • Congenial: Suffer 1 strain to downgrade difficulty of Charm/Negotiation checks or upgrade incoming Charm/Negotiation checks.
  • Disarming Smile: Action - make an opposed Charm vs Charm check against one target in short range; lowers both melee & ranged defense by one until the end of the encounter. (Extra note: maybe social combat “defenses” as well, in our case?? Not sure how to make it worth the 15 XP in our game)
  • Clever Solution: Once per session, may make one check with Cunning instead of the normally linked characteristic.

Equipment

Weapons & Armor

  • Resplendent Robes:
    • Some beings naturally become the center of attention when they enter a room, but dressing for the part never hurts, either. Purposefully ostentatious clothing greatly aids their efforts, allowing the wearer's allies to go about other business unobserved.
    • As long as a character wearing resplendent robes purposefully draws attention to himself, each of his allies in medium range adds to Perception, Skulduggery, and Stealth checks.

Other Gear

  • Forgery Tools - a blood-spattered leather case that contains various high-quality “art supplies.” He wonders what happened to the previous owner… Special inks, brushes and cutters along with a variety of typical government/business contract mediums like fine papers and thin metals. It also contains some specialized digitization tools, and credential crafters.
    • It also included 3 metal foils that can be applied to documents. They look very official and when applied will add to any deception check made with them. (Very sticky. Non-reuseable.)
  • K'arana's urban compass - removes due to travel hazards (unfamiliarity, traffic, etc); adds to checks to find info about an urban environment (incl. city operations, landmarks, businesses)
  • 'Sanguine' by Ophelia
    • A rose coloured glass bulb with atomizer.
  • DIM and datapad uplink from K'arana
  • Holoprojector with security footage from the mine massacre (also from K'arana)
  • Restraining bolt

Biography

Barrett's family was unusual; his father was a successful bounty hunter, often away. His mother was well-meaning but overly protective since he had health struggles as a young child. They were relatively wealthy, and the children were afforded quality education and wanted for nothing. Except for approval.

Barrett's father always compared him to his sister who was “the perfect child.” Via was older, smarter, stronger, and skilled; everything she did came easy to her. “If only you'd just apply yourself, you could do great things…” was the constant refrain. Disappointed looks, sighs, and the pressure to become great was too much, and Barrett struck out on his own to pursue a life unhampered by heavy expectations.

He is a young man with vision, a quick tongue, and quick fingers who loves to cheat dishonest people, since they're much easier to con than the honest. Barrett has an honest face and an honest handshake, and looks his marks in the eye as he tricks them while they think they are cheating him.

Fears

  • Vulnerability - he fears that if anyone really gets to know him, they will see his weaknesses and failures
  • Slight claustrophobia - he needs freedom and escape routes
  • He is afraid that he is dying or poisoned by Dr. Coh'loe's package

Hatred

  • He despises blind obedience, and even worse, slavery since it is forced blind obedience

Ambitions

  • Barrett (somewhat hypocritically) wants to undermine the power of those who take advantage of others, enriching himself while impoverishing dishonest people; partly to show that he is the best at “the game”, but also out of a rationalization - if they are trying to take advantage of others, they deserve to be swindled.

Hobbies

  • Sabacc and other card games
  • Sleight of hand and illusions
  • Tabletop RPG's - escapism

Obligation

  • Bounty: Barrett's last con as a complete failure; his attempt to pawn off cheap imitation artifacts to a crime lord was ill-advised, and he barely managed to escape with his life. Now he is wanted, and is trying to stay one step ahead of the bounty hunters.

Motivation

  • Reward: Excitement
    • Excitement, the rush of adrenaline, the pure living in the moment helps him forget his inadequacies and failures. Barrett just can't help himself; he is only truly alive when the stakes are high, the idea is ridiculous, and the dice are rolling in his head.

Initial Group Ties

  • Worked with T1-NY for a while, they're a great skulduggerous team. Participated in an rpg group with Count Olex on New Marymore?