LIVE RP Corle Colei

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May 9, 2017
CHARACTER NAME (in full): Corle Colei
Character Type: VETERAN
Character Species: Zeltron
Gender: Male
Age: 29 (standard years)
Height: 1.72m
Weight: 68 kg
Character Move: 10/12
Personal Quote: "Honestly, I know it looks bad... But it's not my fault this time!"
Character Health Points: 20 HP
Character Initiative: 17
Morality: 5
Renown: 0
Spent FP: 0
Character Pic: N/A
Character Bio:

Born to poor parents on Coruscant during the waning days of the old republic, Corle soon discovered that despite the metropolitan planet being the centre of the galaxy, that did not mean all people were born equal. As his parents struggled to provide for their tiny family living in near-poverty, Corle dedicated himself to trying to learn any skill of use. His father taught him to repair electrical systems while his mother had some experience with slicing systems.

By 15 years of age he had managed to surpass both of them in skill, his work sought after on his level for the odd jobs people needed doing. Unfortunately for him this also garnered the attention of a gang, the Nexu Five, who through intimidation and promises of a better future eventually recruited Corle as their personal tech-boy. Despite the name of the gang there were far more than just five gang members, and although he was initially frightened, the gang started to feel like a second home.

Slicing safes and conducting daring raids, the gang managed to accomplish far more now with Corle, and for three years they enjoyed a new wealth and notoriety than ever before. Corle’s parents even benefitted, though when they asked their son what he was doing, it was odd jobs on levels further up. Sticking to the shadows and never making himself a known member, Corle was able to keep his lives separate. At least for a time.

After the rise of the Empire things took a difficult turn. Gang members were killed in daring Imperial raids and it became quickly apparent that association with the Nexu Five was no longer beneficial for anybody. They thought they could hide by underground, some of them literally, but the Empire was hot on their heels. Another two years later and the Empire had dismantled the gang. Corle was not so lucky himself and captured. Placed on a prison transport for the Outer Rim, he knew he would die out there, worked to death.

Were it not for an overcrowded prison transport this may have been the case. During hyperspace, a riot broke out, and the meagre collection of guards found themselves swiftly overrun by brutal and powerful prisoners. Only the flight deck had remained untouched which was broadcasting a distress signal. Lucky for the prisoners, Corle managed to slice his way in and the prisoners fully took over their route.

Knowing a Star Destroyer would likely be dispatched to deal with them, the prisoners opted for the nearest Outer Rim planet with a spaceport to make their escape. Unfortunately that was not the case with the Carlac system, and the prisoners soon found themselves stranded in its snowy regions. Those who could not work together soon died alone. Corle, however, decided to stick with a larger group of prisoners who were prepared to survive. From them he managed to learn to hunt from a distance, knowing when to strike and above all, where to aim.

After a couple of months on Carlac the prisoners managed to gradually and slowly escape on some travelling ships. Sometimes smugglers would drop by, hiding out themselves and would gladly pick up the extra muscle. Corle managed to hitch a ride with one such ship and escape, travelling across the Outer Rim and paying his way forwards. He always owed the smuggler who helped him out of that situation, and they were beyond lucky they were not caught by the Empire.

Now spending a few years in the Outer Rim, Corle not only managed to look after himself surprisingly well, but as a Zeltron would almost easily find ways to win over friends and make contacts. His mechanical and slicing skills were always of use, and learning to keep a low profile for a Zeltron, although difficult, was not impossible. Of course, whoever he took from or got into a fight with that lived would always make an adversary. But as Corle had learned at a younger age, what was life without risk?

Character Personality: Corle is easygoing. He won't tend to get himself in the thick of fights, and would rather not have to fight at all, but if needs be he'll back his friends up. That being said as a Zeltron, he finds it easier to get on with people, though sometimes he prefers to go it alone. That benefits him because their emotions don't play into his own. He will go with the flow, but if that goes against his goals, he will decide to speak up. Perhaps not violently, but still. Ultimately he enjoys the life of a rogue. It beats what his past was, for definite.

Character Traits:
  • Character Trait Modifier: +4
  • Silence - The character can move in complete silence. He gains +2D to all sneak checks and a +1D when attacking from behind. (+3)
  • Renegade – the character is a fugitive from the law and must suffer a negative reputation (-1) to Renown. Also, the character rolls 1d100 in the presence of law enforcement authorities. Any roll below 33 fails, resulting in a confrontation with the authorities. (-4)
  • Rogue – the character has renounced all ties and allegiances to everyone and now wanders the Galaxy as a mercenary or hire. Having grown accustomed to self-reliance, the character works poorly with others and may not earn any Leadership or Military Leadership bonuses conferred upon a group by another player. In addition, the character’s unorthodox independence makes others extremely suspicious of their motives, and the character rarely finds themselves entrusted with a great measure of responsibility – which is exactly how they want it. (-3)
  • Total: 0


You MUST assign at least the chosen Species Minimum of Attribute Dice for each. After that, you may assign more of your Attribute Dice as you see fit, up to the Species Maximum.

INITIATE-level characters receive (typically) up to 18D (or 54 pips), for their 6 Regular Attribute dice. Furthermore, Initiate-level characters receive 24 regular skills to distribute among 6 attributes listed below. They also receive a bonus of 7D (21 pips) Skill Dice to upgrade Regular Skills with.

VETERAN-level Characters start off just like INITIATES, but after they assign their Species Attribute dice (as stated above), they also receive an additional 24D (72 pips) Attribute Dice for their 6 Regular Attributes to upgrade them further. They also start off with 35 Regular skills and receive additional 10D (30 pips) in skill dice to upgrade Regular and Advanced Skills. All Veteran characters get 1 FREE Advanced Skill at start up.

NOTE: There are a few limitations to how a Veteran character's stats may be distributed.

All Advanced-Placement [VETERAN] Characters must adhere to the following:
  • No Attribute may start with less than 2D, even if species minimum is lower.
  • No Attribute may start at more than +1D over the species maximum for that character.
  • No skill may start at more than +2D over the starting attribute level of the character.
  • Advanced Skills count as 2 Regular ones, for the purpose of choosing skills.
  • Advanced Skills cost double the Skill Dice as a normal skill, for the purpose of adding to it's starting level
  • Specializations count as 1/2 a Regular one, for the purpose of choosing skills.
  • Specializations go up by +2 Pips for every 1 Pip in Skill Dice spent to upgrade them.

DEX Skills:

Acrobatics (+1D, 5D)
Dodge (+1D, 5D)
ADV. Quick Draw

STR Skills:

Climbing/Jumping (+1D, 5D)

KNO Skills:

Planetary Systems
Streetwise (+1D, 5D)
Survival (+1D, 5D)

PERC Skills:

Hide (+1D, 5D)

MECH Skills:

Space Transports
Starship Gunnery
Starship Shields

TECH Skills:

Blaster Repair
Computer Programming/Repair (+1D, 5D)
Security (+1D, 5D)
Sensor Repair
Space Transports Repair
ADV. Slicing (+1D, 5D)

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:

Zeltron culture was highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature was devoted to the subject, producing some of the raciest pieces in the galaxy. They looked upon monogamy as a quaint, but impractical, practice. They were also very gifted with holograms, and were the creators of Hologram Fun World. Their Elixir of Infatuation was notorious for its powerful amorous effects.

Zeltrons were known to dress in wildly colorful or revealing attire. It was common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.

Zeltrons were often stereotyped as lazy thrill-seekers, owing to their hedonistic pursuits. Indeed, their homeworld of Zeltros thrived as a luxury world and "party planet," as much for their own good as for others. If anyone wasn't having a good time on Zeltros, the Zeltrons would certainly know of it, and would do their best to correct it. But though their first inclincation was always to love, if pushed to do so or when necessary Zeltrons could also prove to be formidable warriors.

Character Points: 5
Learning: (skill name)
Teacher: Choose a Teacher (must be another PC already with that skill on their Character Sheet)
Sims Left: --
Character Credits:
Force Sensitive?: No


Comlink, Personal (1) - 25
Datapad (1) - 100
Glowrod (1) - 10
Macrobinoculars (1) - 100
Medpac (1) - 100

Blast vest (1) - 300

Blaster carbine: QuickSnap 36T

635 credits spent. Will want to buy more equipment, but subject to approval.
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