Mariko 'Spirit' Tanaka by weissbrot

Species
Human (Corellian)
Career
Ace
Specializations
Commodore, Gunner, Hotshot, Pilot, Rigger
System
Age of Rebellion

10
Threshold 22
Current 0
Threshold 20
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

4
6
2
2
3
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 2
Athletics (Br) 0
Charm (Pr) 3
Coercion (Will) 0
Computers (Int) X 0
Cool (Pr) X 4
Coordination (Ag) X 1
Deception (Cun) 2
Discipline (Will) X 3
Leadership (Pr) 5
Mechanics (Int) X 2
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 5
Piloting: Space (Ag) X 6
Resilience (Br) X 2
Skulduggery (Cun) 0
Stealth (Ag) 1
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 3
Brawl (Br) 2
Gunnery (Ag) X 5
Lightsaber (Br) 0
Melee (Br) 2
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Pocket Cannon Mk. II
Range
Extreme
Skill
Gunnery
Accurate 1, Cumbersome 3, Pierce 6, Stun setting
Damage
15
Critical
2
HH-50 Heavy Blaster Pistol
Range
Short
Skill
Ranged: Light
Accurate 1, Linked 1, Pierce 2, Stun setting, Vicious 1
Damage
12
Critical
3
Model 44 Blaster
Range
Short
Skill
Ranged: Light
Stun setting
Damage
6
Critical
3
SH-9 Slugthrower
Range
Short
Skill
Ranged: Light
Limited Ammo 5, Pierce 2
Damage
4
Critical
5
Z2 Stun Baton
Range
Engaged
Skill
Melee
Disorient 2, Stun Damage
Damage
4
Critical
6

25
1875
30662
5/9

Weapons & Armor

Model 44 Blaster 0/4HP - Attachments:
Blaster Suppressor: Adds two Setback die to any Perception or Vigilance checks made to locate a concealed shooter firing the silenced blaster.
Filed Front Sight: Innate Talent (Quick Draw), Increases difficulty of combat checks to hit targets at ranges beyond short range by one, 1 Decreases the difficulty of checks to conceal the weapon by one Mod
Shortened Barrel: Reduces the difficulty of checks made to conceal this weapon by one. Reduces range by one range band to a minimum of short. If already short, add a Setback die to attack checks, 1 Innate Talent (Quick Draw) Mod
Weapon Signature Reduction: Increase the difficulty checks using scanners to search for this weapon by 2. Due to the masking used on various weapon components, this modification adds a Setback die to all Mechanics checks when performing maintenance on this weapon.

HH-50 Heavy Blaster Pistol:
|-Blaster Actuating Module: Increase |weapon damage by one point. Adds a |Setback die to all Ranged (Light) checks |when using this weapon. 2 Damage +1 |Mods, 2 Weapon Quality (Pierce +1) |Mods
|-Custom Grip: Remove a Setback die from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds two Setback die to all combat checks made using it. 1 Weapon Quality (Accurate +1) Mod

Resplendent Robes:
1 Soak, 0HP, 2 Encumbrance
As long as a character wearing resplendent robes purposefully draws attention to himself, each of his allies in medium range adds a Boost die to Perception, Skulduggery, and Stealth checks.

Recon Trooper Gear
3 Soak, 2|1 Defense, 0/6 HP, 2 Encumbrance
(crafted), Jury Rigged
Attachments:
Vacuum Sealed: Allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes.
Ambphibious Modification: The armor provides enough oxygen (or applicable gas) for up to five hours of submersion or in an airless environment (although it does not protect against vacuum). In addition, the user removes a Setback die from physical checks due to underwater conditions. 2 Increase oxygen supply by two hours Mods
Integrated Holsters: Increases encumbrance by 4. The character may holster up to 2 weapons of Encumbrance 3 or lower in the armor. While holstered, these weapons do not count toward the character’s Encumbrance value.
2 Add a Setback die to other character's Perception checks to find weapons stored in the armor Mods
1 Holster up to 1 additional weapon of Encumbrance 3 or lower in the armor Mod
1 Innate Talent (Quick Draw) Mod
Comlink: A long- range comlink is integrated into the helmet.
Superior Armor: Superior armor has its encumbrance reduced by one and its soak value increased by one.
Enhanced Optics Suite: Removes up to two Setback die added to all Perception, Surveillance, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision.
1 Skill (Vigilance) Mod

Pocket Cannon Mk. II:
|-Superior
|-Enhanced XCiter: 3 Weapon Quality |(Pierce +1) Mods,
|-Telescopic Optical Sight
|-Augmented Spin Barrel: 2 Damage +1 Mods, 1 Weapon Quality (Accurate +1) Mod , 1 Weapon Quality (Pierce +1) Mod

Personal Gear

Carried:
Stimpack x3
Extra Reload
Mechanics Toolkit (Lightweight x3, Safety Features)
A small gold trinket worth 250 Credits
Weapon Maintenance Kit: Heavy Energy Rifle

Not carried:
Scanner Goggles
Load-bearing Gear
Model 44 Blaster
SH-9Slugthrower
Slugthrower Reload x2
Range Finder: Innate Talent (Sniper Shot), 1 Innate Talent (Sniper Shot) Mod
Weapon Harness

CR Rewards:
CR 1: R-22, Quad Medium Laser Cannons
CR 2: X-Wing, Quad Light Ion Cannons
CR 3: CAAF-2, Superior Armor Attachment
CR 4: Cybernetic Appendage x2
CR 5: Implant Armor, Biofeedback Regulator
CR 6: Q-22 Retinal Tracker, Cybernetic Reflexes
CR7: Next Gen Tactical Bomber Study, Available
CR8: Available, Available
CR9: Available, Available
CR10: Available, Available
CR11: Available, Available
CR12: Available, Available

Assets & Resources

Pocket Cannon: Accurate 1, Cumbersome 3, Pierce 6, Stun setting, Telescopic Optical Sight, Extreme range, 15 Dmg, 2 Crit: !roll[pppppab][aa]

HH-50 Heavy Blaster Pistol: Accurate 1, Linked 1, Pierce 2, Stun setting, Vicious 1, Short range, 12 Damage, 3 Crit: !roll[ppaaaab]

NOVA40 Plasma Grenade: Blast 10, Limited Ammo 1, Short range, 12 Dmg, 3 Crit: !r yyggggv

248 Vacation hours

Jetpack: 1 Enc, 2 Speed, -1 Handling, 2 SS, Vacuum Maneuvering

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
True Aim x2 AoR 158, EotE 145 Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Debilitating Shot AoR 145, ND 34 Upon making a successful attack with a starship or vehicle weapon, may spend 2 Advantage to reduce the maximum speed of the target by 1 (to a minimum of 1) until the end of the next round.
Overwhelm Defenses AoR 154, ND 35 Upon unsuccessful attack with a starship or vehicle weapon, may spend 2 Advantage per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every 2 Advantage spent.
Skilled Jockey x3 AoR 156, EotE 142, FaD 152 Remove a Setback die per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.
Short Cut x2 AoR 155, EotE 142, SS 31 During a chase, add a Boost die per rank in Shortcut to any checks made to catch or escape an opponent.
Grit x8 AoR 148, EotE 136, FaD 144 Gain +1 strain treshold
High-G Training x3 SoT 32 When a starship or vehicle being piloted would suffer system strain, may suffer strain up to ranks in High-G Traiing to prevent an equal amount of system strain.
Koiogran Turn SoT 32 The character may suffer 2 strain to perform a Koiogran Turn maneuver, immediately removing the effects of Gain the Advantage any opponents have on the character's starship or vehicle.
Dedication x4 AoR 145, EotE 134, FaD 141 Gain +1 to a single characterstic. This cannot bring a characteristic above 6. [Agility] [Agility] [Presence] [Willpower]
Showboat SoT 33 Once per round while piloting a starship or vehicle, the character may suffer 2 strain to showboat during his next check. If the check succeeds, the character adds Triumph to the results. However, if the check fails, he adds Despair instead.
Full Throttle AoR 147, EotE 135, FaD 143 The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard Piloting check. With success, the ship's top speed increases by one for a number of rounds equal to Cunning.
Let's Ride AoR 151, EotE 138 Once per round on the character's turn, the character may mount or dismount from a vehicle or beast, or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a maneuver.
Improved Full Throttle AoR 148, EotE 136 The character may voluntarily suffer one strain to attempt Full Throttle as a maneuver. In addition, the difficulty of Full Throttle is reduced to Average.
Master Pilot AoR 151, EotE 138 Once per round when piloting a starship (a ship piloted using the Piloting [Space] skill), the character may voluntarily suffer two strain to perform any action as a maneuver instead.
Toughened x5 AoR 158, EotE 145, FaD 153 The character increases his wound threshold by two per rank of Toughened.
Brilliant Evasion AoR 144, EotE 132 The Character may make the Brilliant Evasion action when piloting a vehicle or star ship. The character selects one opponent and makes an opposed Piloting (Planetary or Space) check. If he succeeds, the opponent's vehicle or starship cannot make any attacks against the character's vehicle for a number of rounds equal to the character's Agility. Brilliant Evasion can only be performed once per encounter.
This One is Mine + Durationx2 + Destiny + Frequency + Change Silhouette x2 + Evasionx2 SoT 36 Twice per game session, when piloting a starship or vehicle, the character may spend one Destiny Point to challenge another starship or vehicle in the battle with a silhouette two higher or lower. For four rounds, the two ships are locked in a duel. For the duration of the duel, the two dueling ships can only make attacks targeting each other, and no other starships or characters can target the dueling ships with attacks. Upgrade the difficulty of all incoming attacks twice while This One is Mine is active.
Defensive Driving AoR 145, EotE 134 Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving.
Tricky Target AoR 158, EotE 145, FaD 153 Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked, to a minimum of 0.
Durable x2 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Enduring x2 The character gains +1 soak value per rank of Enduring.
Brace As a maneuver, the character may Brace himself. This allows a character to remove a Setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Jury Rigged The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Dead to Rights (Improved) The character may spend one Destiny Point to add additional damage equal to his Agility rating to one hit of a successful attack made by ship or vehiclemounted weaponry.
Rapid Reaction x3 (Cybernetic Reflexes) AoR 154, EotE 141, FaD 150 The character may suffer a number of strain to add an equal number of Success to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Gearhead
Signature Vehicle
Tuned Maneuvering Thrusters
Bolstered Armor
Black Market Contacts x2
Command x2 The character gains Boost die per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost die per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Commanding Presence x2 The character removes Setback die per rank of Commanding Presence from his Leadership and Cool checks.
Fire Control When in a starship or vehicle, the character can make a Fire Control maneuver. If he does so, all combat checks from the starship or vehicle count the silhouette of the target as one higher than normal until the beginning of the character's next turn. This effect does not stack with multiple uses of the Fire Control maneuver.
Galaxy Mapper x2 The character removes Setback die per rank of Galaxy Mapper from his Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper).
Familiar Suns Once per game session the character may spend a maneuver to make a Hard Knowledge (Outer Rim) or Knowledge (Core Worlds) check. If successful, the character is familiar with the type of planetary environment in which he finds himself. He knows whether the planet is likely to be inhabited and, if so, where habitation could be found. He also knows about environmental effects, hostile predators, or potential base locations.
Master Starhopper Once per round, the character may suffer two strain to decrease the difficulty of his next Astrogation check by one, to a minimum of Easy.

Background

Growing up on a core world has it perks. More so as part of a successful merchant family. And even more on an at least somewhat independent world like Corellia.

While her parents made sure that Mariko grew up if not sheltered, then at least down-to-earth - even in a literal sense, since so many traders often had no choice but to take their children with them on long journeys through space. And while her father, Shun Tanaka was indeed often away on business trips, she had the luxury of staying at home with her mother and siblings.

But you can't really keep a Corellian out of the cockpit for long, and Mariko discovered her love for space and flying in general during school holidays when she worked on one of the families freighters - it was then that she made up her mind to become the best fighter pilot ever!

Naturally, this didn't mesh too well with her families plans, who intended for her to take over the business one day, which has lead to a somewhat strained relationship. Mariko followed her dreams and ended up in flight school instead of business school, and eventually she joined the Corellian Security Forces, where she became a pilot for CorSec's Smuggling Interdiction Division. It was there that she earned her Callsign 'Spirit' for her ability to bear down on a target out of nowhere, disable it, and get out again.

But even this job turned out to be too mundane for Spirit. She considered applying at the Imperial Academy but reconsidered, in part due to the stories about atrocities committed by Imperial forces, in part because the Empires starfighters were deathtraps. Instead she ended up jumping from job to job, as a fighter pilot where possible, (turns out not too many people have starfighters but no pilots,) mostly as driver of a small freighter or shuttle. Eventually she met a recruiter in the Lantillies sector who told her of a chance to fly the most advanced starfighters on a daily basis.

Turns out he lied about the 'advanced' part...

Motivation

Drive:
The Mission

The current assignment or mission drives this Commander. He stops at nothing to see that the orders he's been given are carried out, and carried out well. He doesn't give up easily, and he is considered to be a tenacious warrior by the troops who serve under him.

Duties

Loss Prevention
Magnitude: 1325
Contribution Rank: 13

Ensuring that their troops are as safe as possible under battlefield conditions is these Commanders' primary concern. They never send their troops into hopeless situations in which defeat is certain, preferring instead to preserve their unit's strength for meaningful battles if sacrifices must be made. If taken too far, this ideology can result in weak commanding officers who lose ground because they aren't even willing to try. They may gain a reputation for cowardice, which harms both discipline and their own chances for advancement.

Description

Gender: Female
Age: 26
Height: 1.68m (5'6")
Hair: Blue, short
Eyes: Blue

Other Notes

Completed Missions: Duty earned (20 starting Duty)
01. Abolitionists' Stand: 5
02. Quasar Capture: 5
03. Fuel Mission: 10
04. Misanthropic Mediation: 15
05. Recruitment on Nazziri: 15
06. Operation Steal Some Freighters: 15
07. Sun, Sands, & Secrets 1: 10
08. Sun, Sands, & Secrets 2: 10
09. REDACTED: 0
((GM Duty)) Prison Break: 10
10. Operation Jungle Citadel: 25
11. Operation Deferred Delivery: 15
12. Beyond the Sea: 15
13. Operation Country Drive: 25
((Vacated slot)) Mission to Crematoria: 5
14. A Friend in Need: 25
15. Codename: Bearsloth: 15
16. Someone Bothan You 'Round: 20
17. Operation Tarnished Gold: 20
18. Downtime: New Raltiir: 10
19. Wormfood: 20
20. Operation Premium Upgrade: 35
21. Operation Ironic Sarcasm: 30
22. The Hunt for Red Horizon: 20
23. Tank Training: 15
24. Operation Crystal Snow: 10
((Vacated Slot)) Operation Scoop: 5
25. Team Bad Ideas: 20
((GM Duty)) Operation NOClist: 35
26. Season One Finale: 20
((GM Duty)) Simulator Training: Snap Roll: 5
27. Enter Robin Pic: 10
27a. Spirit's Sidestep: 5
28. Operation Scorched Earth: 20
29. Operation Silent Spring: 35
((Vacation Duty)): 30
30. Operation Glowrod: 15
31. Operation Cargo-strike: 15
32. Operation Emancipation: 10
33. Operation Save Some Hippies: 15
34. Operation Shipyard Shipwreck: 20
35. Operation Broken Chains: 30
36. Operation Broken Chains II: 20
37: Operation Broken Chains III: 15
38: Operation Baby's Cry: 15
39: Operation Dogfight: 15
((GM Duty)) Operation Hostile Takeover: 5
40: Operation Short End: 10
((Vacation Duty)): 15
41: Operation Unshackled Part II-B: 30
42: Operation Goodwill Hunters: 20
43: Operation Pit Stop: 20
44: Operation Zeppelin: 10
45: Flight Training: 0
46: Operation Smash and Grab: 25
47: Operation Stolen Shield: 15
48: Operation Hindenburg: 15
49: Operation Scavenger: 20
50: Operation Life-day: 15
51: Simulator Training: Fleet Engagement: 5
52: Operation See no Evil: 15
53: Operation Fractal: 5
54: Operation Next in the News: 5
55: Operation Grey Exposé: 15
56: Operation Step In: 15
57: Operation Heavy Rain: 10
58: Operation Hear no Evil: 20
59: Simulation The Butcher: 10
60: Operation Show Off: 15
61: Operation Lighthouse: 15
62: Operation Shut Down: 15
63: Operation Speak no Evil: 15
64: Operation Friends Like These: 20
65: Operation Fundraiser: 15
66: Operation Wet Walker: 15
67: Operation Beachcombing: 15
68: Operation Black Spot: 5
69: Operation Geloshk's Invitation: 20
70: Operation Buried Treasure: 15
71: Operation Snow White: 15
72: Operation Pyramid Scheme: 20
73: Operation Superstitious Hunting: 15
74: Operation Heavy Metal: 20
75: Operation Snowfall I: 10
76: Operation Snowfall II: 10

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