Diana Venuri by TommyVerdatre

Species
Human
Career
Bounty Hunter
Specializations
Skip Tracer
System
Edge of the Empire

3
Threshold 12
Current 4
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
2
3
3
3

Skills

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

Attacks

Sleep Tight
Range
Long
Skill
Ranged: Heavy
Pierce 4, Stun Damage
Damage
6
Critical
-

0
150
6956
3/10

Weapons & Armor

"Sleep Tight" Model 77 Air Rifle (Enc 3, 6 Dmg, Crit -, 0/3 HP, Pierce 4, Stun Damage, Tranquilizer available)
-
-
-

Heavy Clothing (Enc 1, Soak 1, Def 0, 0 HP)

Personal Gear

Equipement
- BPEA-1A Cascader [Enc 0]
- Comlink (Handheld) [Enc 0]

Carrying gear :
- Utility Belt [+1 Enc]
- Modular MkIII Backpack [+2 Enc]


BPEA-1A Cascader : Upgrade all Charm, Deception or Leadership checks once

Assets & Resources

Factions:
Grul Kajidic Hutt Cartel: +1
Black Sun Syndicate: 0
Car’Das Smuggling Ring: 0
Bounty Guild House: 0
Mining Guild: 0
Pirate clan: 0

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Hard Boiled (passive) - Rank 1 ND p.31 When recovering strain after an encounter, may spend Advantage up to ranks in Hard Boiled to recover 1 wound per Advantage spent.
Good Cop (passive) - Rank 1 ND p.31 Spend 2 Advantages from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Good Cop.

Background

Diana Venuri was born on Coruscant in 32 BBY, in a time when living in the capital of the Republic meant opportunity, arrogance and luxury ; or at least at first sight it did.

Daughter to a couple of lawyers, Ricco and Stella Venuri, Diana grew up in money, peace and even fame, as her mother gained recognition for her position as a prosecutor, most notably for leading the investigation and prosecuting a high-ranking Black Sun member.

Aged 9 years old, Diana had to learn to leave with journalists, security and everything that comes with being the daughter of an enemy if the Black Sun : in a sense, it was her first foray in the criminal underworld.

When the Republic fell, Diana and her parents were in trouble. As lawyers with a reputation for not bending the knee to corruption, they became prime targets for the Empire. In addition, the general chaos made it even easier for Black Suns assassins to attack.

Diana wasn't prepared. She never would've been : both her parents, shot in front of her eyes. Crossing eyes with their murderer, a tall Quarren face engraved itself in the back of her mind, still present to this day.

The young girl ran for dear life, calling the emergency number her parents had given her incase something happened. Less than an hour later, she was on a shuttle bound for Kidron, Elrood Sector.

There she was taken in by the Grul Kajidic, and learned a new life alongside thugs, runaways, assassins and artists. She met with Jayjay, a friend of her parents that worked for the Cartel as a security detail. It seemed that his career had changed a lot from the days he knew Diana's parents, but he took care of Diana like she was his own, at the same time as a Mikkian teenager with a similar story.

Diana was taught how to live among criminals, and her natural ability to convince people, as well as her instinct, have since then allowed her to be an investigator, finding people that don't want to be found. While she's grateful for the chance the cartel has given her, she also wishes that she could have more control on her life.

Motivation

No Collateral Damage :

Diana knows that in her job, no debt goes forgotten. Nonetheless, she always tries to avoid involving others in her business, be it family members, friends or bystanders. After what she's suffered, she doesn't want others to live the same experience. The slave trade is in that sense the thing she despises the most in the cartel, and could be the reason she ultimately leaves.

Even in her job, she always tries the more subtle / social approach to a situation, even though she knows that being on your toes and ready for everything is the key for survival.

Obligations

GRUL KAJIDIC HUTT CARTEL

Dutybound (40) :

When she started working for the Grul Cartel, Diana signed a contract. Daughter of lawyers, she knew what that meant : she'd be an 'employee', and she was expected to obey, respect, have results and not betray her new masters.

Since then, Diana has always worked with diligence, as much for her own safety as a way to honor her parents and their profession. Diana knows that as always with the Hutts, contracts can disappear if it serves them. Maybe one day her reputation and her relationship will be good enough to say her goodbyes, but until then there is work to do.

Description

Diana is a 32 y.o. human female, originally blond but sporting a metallic grey hair color most of the time. She's pretty, and knows how to use that to her advantage.

She's rather kind, when compared to other members of the Grul Kajidic. She can even seem soft hearted to the untrained eye, but her gentle demeanor is merely a facade for her determined mindset. She doesn't let others walk all over her, and can be quite snappy if things don't go her way.

Other Notes

Diana Venuri
Human : 110 XP Base. Non-career skills : Charm 1, Coercion 1

Career Skills : Perception, Streetwise, Vigilance, Ranged (Heavy) // Cool, Negotiation

+ 20 Obligation for + 10 XP, +2500 Credits. Pocket money = 51 Credits
Total 120 XP
Agility 2->3 (30 XP), Cunning 2->3 (30 XP), Willpower 2->3 (30 XP), Presence 2->3 (30 XP).

Skills (20 XP spent)
▪ Perception 2, Streetwise 2

Skip Tracer Talent Tree (10 XP spent)
· 5: □ ■ ■ □ Hard Boiled / Good Cop
10: □ □ □ □
15: □ □ □ □
20: □ □ □ □
25: □ □ □ □

Missions :
...1▪ Intel Retrieval : +5 Dutybound (Fees) // 10xp, -2 Dutybound, 1000 Credits. (130 XP, 43 Obligation, 1051 Credits)
...2▪ Hutt Song : 20xp, -3 Dutybound, 5830 Credits. (150 XP, 40 Obligation, 5881 Credits)

Week 1 : 112h downtime. 56h Rest time
66h spent for shopping. 46h left.

Bought :
- BPEA-1A Cascader = 1800 Credits
- Model 77 Air Rifle = 1100 Credits
- Heavy Clothing = 50 Credits
- Comlink (Handheld), Utility Belt = 50 Credits
- Backpack = 75 Credits

Total = 3075 Credits

Sold :
- 700 Credits Services to Jax.
- 450 Credits Services to K-1NN

Total = 1150 Credits

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