Ramani Fenn by kymrel

Species
Balosar
Career
Smuggler
Specializations
Charmer
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
2
4
1
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 2
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) X 2
Discipline (Will) 0
Leadership (Pr) X 2
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 2
Perception (Cun) X 2
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 2
Stealth (Ag) 0
Streetwise (Cun) X 2
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Heavy Blaster Pistol, Raider Arms Model 2 "Nova Viper"
Range
Medium
Skill
Ranged: Light
Accurate 2, Pierce 2, Stun Setting
Damage
7
Critical
3
Holdout Blaster, Military
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3

0
510
1090
10/12

Weapons & Armor

Heavy Blaster Pistol, Raider Arms Model 2 "Nova Viper" (Increase difficulty of Mechanics checks to repair or modify by one)
- Electronic Sighting System (Aim as incidental at short range, easy to notice user)
- Magnetic Weapon Tether (Recover weapon as incidental)

Holdout Blaster, Military (1 setback to find on person, can run out of ammo on 3 threats), is in Concealment Holster (Adds 1 setback to find weapon)

Smuggler's Trenchcoat (Defense 1, Soak 1)

Personal Gear

Smuggler's Trenchcoat [ Enc 3, 1 worn]
- Electronic Lockbreaker [Enc 1]
- Concealed recorder [Enc 0]
- Datapad [Enc 1]
- Stimpack x4 [Enc 0]
- Scanner Goggles [Enc 0]
- Deathsticks - 4x [Enc 0]

Concealment Holster (On ankle)
- Holdout Blaster [Enc 1]

Utility Belt [Enc +1]
- Blaster Pistol [Enc 2]
- Extra Reload [Enc 1]
- Comlink [Enc 0]

Military Belt Pouch
- Stimpack x2 [Enc 0]

Backpack [Enc +4]
- Deathsticks - 95x [Enc 3]
- Field Rations 1 week [Enc 0]

Assets & Resources

Critical Injuries & Conditions

Stimpacks used today: 0/5

Death Sticks: The short-term effects of a single dose last for one scene or combat encounter and adds one Setback Die to any task the character attempts, and may reduce the character's connection to the Force in certain ways at the GM's discretion.

Talents

Name Rank Book & Page Description
Nobody's Fool (species) EotE Core p139 The difficulty of any Charm, Coercion or Deception checks attempted against character is upgraded once per rank (1).
Kill With Kindness @ 5xp EotE Core - p138 Remove 1 setback per rank (1) from Charm and Leadership checks.
Grit @ 5xp EotE Core - p136 Gain +1 Strain Thresohold.
Inspiring Rhetoric @ 5xp EotE Core - p137 As an action make an Average Leadership check. One ally per success recovers 1 strain. Spend Advantages to allow an affected ally to recover 1 additional strain.
Improved Inspiring Rhetoric @ 10xp EotE Core - p137 Each ally affected by Inspiring Rhetoric gets 1 Boost Die on all actions for a number of rounds equal to ranks Leadership (2).
Congenial @ 10xp EotE FC - p32 Incidental to downgrade difficulty when using a Charm or Negotiation check, or is the target of such a check, a number of times equal to ranks (1), costs 1 strain per downgrade.
Plausible Deniability @ 10xp EotE Core - p141 Remove 1 setback per rank (1) from Coercion and Deception checks.
Disarming Smile @ 15xp EotE FC - p32 Action to make an opposed Charm check to lower target's Defense rating by 1 per rank (1) for the duration of the encounter.
Works Like a Charm @ 15xp EotE FC - p33 Once per session, make one check using Presence rather than the characteristic normally linked to that skill.
Just Kidding! @ 20xp EotE FC - p33 Can spend a Destiny Point as an Incidental to turn a Despair generated on a social check by character or ally within short range into a fail.
Don't Shoot! @ 25xp EotE FC - p32 Once per session, make a Hard Charm check. On a success, can't be targeted by combat checks until the end of the encounter or until character makes a combat check.
Dedication @ 25 xp EotE Core - P134 Cunning increased by 1.

Background

“You’re fired! I never want to see your sorry ass in here again,” the angry Bothan shouted at the lanky Balosar standing in front of his immaculate durastreel-effect desk. “I just can’t have people like you working for me, Ramani,” Felo’net continued. “I need reliable people. People who get results. I know, I know. You do get results, but it's all the bloody trouble you get yourself into in the process. Is it true what my sources say about the Twi’lek escort and the drunken bet? And about hiring that man to splash paint on the dutchess just to create a diversion? I don't need this kind of trouble. Get out of here before I shoot you.”

Other employees of the angry Bothan, the head of a small security firm many suspected of having close ties with the Bothan Spy Network, would have packed their stuff and been escorted out of the office by security goons. But Ramani Fenn was not other people.

Twenty minutes after being fired for the sixth time by his boss for hardly any reason what so ever, he was back on the payroll (had he ever left?). He did get a bit of suspension without pay but that was why he moonlighted to get a little extra cash anyway. They would never fire him. They needed people like Ramani Fenn. And there were no other people like Remani Fenn. Only the real thing was good enough.

Feeling rather pleased with himself, Ramani headed back to the little hole in the wall he called his apartment, snatched a death stick from his stash and snapped the end off, lighting it up. Sucking on the mild narcotic, an import from his homeworld of Balosar, his mood improved even further. He could use a few days of RnR.

…………

Ramani Fen was one of the endless supply of disillusioned young people produced by the poverty, pollution and lack of an education system on the planet Balosar. His parents were poor and got what little money they could from harvesting balo-mushrooms and working in the factories extracting the narcotic used to produce death sticks from the mushrooms.

With both his parents working long hours, and his older siblings being more interested in other things than to keep their little brother out of trouble, Ramani was only seven when he started running errands for a local gang. As he grew older he started peddling narcotics. He was never much of a fighter, but was known for his silver tongue and his ability to talk himself out of mostly any situation.

As was common with young gang-members who display any noteworthy talent, Ramani eventually got noticed by more powerful people. As a result, he moved up in the world, soon having more income in a month than his parents had in years. He was generous with his credits, getting his parents a better home, and paying for private education for his younger sister, Emeny.

Ramani became a great fixer, able to negotiate deals and act as an envoy for his bosses on an ever expanding scale. In the end he had started negotiating deals for the sale of death sticks to off-worlders, working directly for Tero the Fist, a mid-level operative in the Black Sun.

For a while, life was good. Ramani paid for his sister’s education in full, bought his parents a shiny speeder and owned homes on Balosar, Coruscant and Corellia. But then it all came to a bloody end. Ramani was off-world when it happened, and only heard the stories after the fact, but he understood that an Imperial task force had been assembled to tackle the Black Sun. The operation Ramani had been part of on Balosar was exposed by raiding offices on other worlds, and soon after the Imperials arrived at Balosar and cleaned house.

Ramani took what funds he had left and ran. He didn’t know if he was a wanted being or not at first, but found out soon enough that he was too small a fish to be caught in that net. He had a sizable stash of credits with him, and for a while he was able to maintain his habit of spice-taking and spending in casinos and on women that he had become accustomed to.

When the credits started to dry out Ramani tried to get some work for associates of his former bosses, linked to the Black Sun, but was told he had a black mark for being conveniently off-world when the raid took place. In the end he had to borrow credits from a local loan-shark, connected to the Black Sun, to maintain his expensive lifestyle. He rationalized it to himself by saying that he needed to live like this to get a suitable job and maintain his connections, but in reality it was the spice he was addicted to that cost him the most.

And when the credit line from the loan-shark stopped, so did the lifestyle. And in short order he lost everything. His friends, his limited income, his single remaining home on Coruscant and his lovely red airspeeder. And he still owed a lot of credits.

This was when he met Felo’net. A clever Bothan who needed information about the Black Sun. Information Ramani didn’t have. So the Bothan gave him a job. It was only temporary. But when Ramani impressed Felo’net with his ability to get information from people who really shouldn’t be telling him secrets, the Bothan offered him a job, on the condition that Ramani got clean and sober. He had to stop taking spice. Only by bargaining extra hard was he allowed to continue using his beloved death sticks. They had always been his drug of choice.

Ramani continued working for the Bothan for several months. He usually got results. That was good for the company. But there were always so many complications. Collateral damage here, angry husbands there. So when a friend of the Bothan’s needed an operative with Ramani’s skillset, Felo’net took the opportunity and let Ramani go. He would get a large favor in return and would be spared all the endless complications Ramani tended to bring home after each mission.

Unfortunately, Ramani found that he didn't like the change. The new organization, another privater firm, worked mostly for mercenary companies providing intelligence for black operations. Operations where people died for no reason and cities got firebombed to conceal evidence. At the earliest convenient moment Ramani quit.

He planned the whole thing, making a mess of couple of missions, enough to make his boss feel the Balosar was more trouble than he was worth. And so, Ramani is, for the first time in his short life, an independent being looking for gainful employment or an opportunity to get rich quick, hardly any questions asked.

Motivation

Ambition: Greed.

Ramani is very interested in credits. He got used to a rather luxurious lifestyle and wouldn't mind terribly going back to the life of penthouse parties with pretty girls in skimpy clothing on Coruscant and Corellia. He is not titillated by low sums, but anything substantial will get his full attention.

Specific Relationship: Sister

Ramani has several older siblings he couldn't care less about, and he feels he's done all he can for his parents. Only his younger sister, Emeny, has a special place in his heart. He payed for her education up front, in cash, with one of the finer education programs on Coruscant. The fees covered her education from her 10th year until she had finished a post-graduate degree. He has been careful not to contact her, so as not to bring the filth that is part of his life to her, but occasionally gets a holo from her telling him about life in the university.

Obligations

Addiction (Death Sticks) - 5

Like so many Balosar, Ramani has tried most types of spice he can get his hands on. His spice of choice has always been Death Sticks. Sweet, hallucinogenic Death Sticks.

Debt - 10

Back in the day when Ramani's spice habit was out of control he borrowed credits from people he probably shouldn't have. He owes a loan-shark with connections to the Black Sun a substantial amount of credits. He has been careful for the past years to stay far away from his creditor.

Description

Ramani Rann is tall for a Balosar at 172 cm, but is rather lanky and nonathletic. He has sandy skin and brown hair which he currently wears in a dreadlock-style. He tends to wear spacer-cargo-pants and a synth-leather coat, hiding his blaster pistol in a holster under his left arm. The holdout blaster is hidden in a holster on his right ankle.

Other Notes

Balosar
Cun 3, Will 1
Wounds 10 +Brawn, Strain 10+Will
Starting XP: 100
Skill: Balosars start the game with one free rank in Perception, can't train Perception above 2 at character generation.
Antennapalps: Balosars can sense the emotions of people around them. They begin the game with one rank of the Nobody’s Fool talent.
____________________________________________

Character generation:

Obligation increased by 10 for +10 xp.

XP expenditure:
Agility 3 @ 30
Presence 4 @ 70

Skills:
Charm - Specialization
Deception - Career
Knowledge (Underground) @ 5 xp
Leadership - Specialization
Negotiatons @ 5xp
Perception - Balosar
Perception - Career
Skulduggery - Career
Streetwise - Career

+400 XP in play

Second Specialization: Gunslinger @ 20 XP

Skill: Charm 2nd rank @ 10 xp
Skill: Cool 2 ranks @ 15 xp
Skill: Deception 2nd rank @ 10 xp
Skill: Leadership 2nd rank @ 10 xp
Skill: Negotiation 2nd rank @ 10 xp
Skill: Ranged (Light) 2 ranks @ 15 xp
Skill: Streetwise 2nd rank @ 10 xp
=>Skills total 80 XP



Talent (Charmer): Kill With Kindness @ 5 xp
Talent (Charmer): Grit @ 5 xp
Talent (Charmer): Inspiring Rhetoric @ 5 xp
Talent (Charmer): Improved Inspiring Rhetoric @ 10 xp
Talent (Charmer): Congenial @ 10 xp
Talent (Charmer): Plausible Deniability @ 10 xp
Talent (Charmer): Disarming Smile @ 15 xp
Talent (Charmer): Works Like a Charm @ 15 xp
Talent (Charmer): Just Kidding! @ 20 xp
Talent (Charmer): Don't Shoot! @ 25 xp
Talent (Charmer): Dedication - Cunning @ 25 xp
=>Charmer Talents total 145 XP

Talent (Gunslinger): Grit @ 5 xp
Talent (Gunslinger): Rapid Reaction @ 5 xp
Talent (Gunslinger): Quick Draw @ 5 xp
Talent (Gunslinger): Quick Strike @ 10 xp
Talent (Gunslinger): Improved Quick Draw @ 10 xp
Talent (Gunslinger): Dodge @ 15 xp
Talent (Gunslinger): Call 'Em @ 15 xp
Talent (Gunslinger): Lethal Blows @ 20 xp
Talent (Gunslinger): Guns Blazing @ 20 xp
Talent (Gunslinger): Spitfire @ 25 xp
Talent (Gunslinger): Dedication - Agility @ 25 xp
=>GunslingerTalents total 155 XP


Equipment purchased (Starting Credits: 20000):
=> https://www.rpgcrossing.com/showthread.php?p=9005155&posted=1#post9005155
Heavy Blaster Pistol, Raider Arms Model 2 "Nova Viper" @ 4500
- Electronic Sighting System @ 500 
- Magnetic Weapon Tether @ 250
Concealment Holster @ 40
Holdout Blaster, Military @ 500
Smuggler's Trenchcoat @ 1650 
Comlink @ 25 
Datapad @ 75 
Extra Reload @ 25 
Utility Belt @ 25 
Military Belt Pouch @ 10 
Stimpack x6 @ 150 
Scanner Goggles @ 150 
Backpack @ 50 
Field Rations, Imperial @ 50 
Deathsticks - 100x @ 250 
Concealed recorder @ 175 
Electronic Lockbreaker @ 1000

Credits spent: 9425
Credits remaining: 75 + D100 pocket change

Return to Top