Kaz'dan Tyrl by weissbrot

Species
Verpine
Career
Engineer
Specializations
Mechanic, Scientist, Saboteur, Shipwright
System
Age of Rebellion

4
Threshold 11
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
4
7
1
2
1

Skills

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

Attacks

DL-19C Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting, Blaster Suppressor 3/4HP
Damage
5
Critical
4

5
900
4267
8/13

Weapons & Armor

Sakyan Shadowsuit:
|Features: Grants two Boost die to Stealth |checks.

Customizable Armor (2 soak, 1 defense, 2 encumbrance, 2/6 hard points, sealable)
|-Utility Arm: Provides the character with an |additional mechanical arm that can |function as one of the character's normal |limbs, although it does not provide the |character with additional actions or |maneuvers. The utility arm adds a Boost |die to Mechanics checks and may modify |other checks at the GM's discretion.
|Mods: 1 Add a Boost die to Mechanics |checks Mod, 1 Spend 1 strain to gain an |additional free maneuver (character still |may not perform more than two |maneuvers) per turn Mod.
|-Optical Camouflage System: Upgrades the ability of all Stealth checks twice while wearing this armor,
// Vacuum Sealed


Enviro-suit

DL-19C Blaster Pistol, 5 Dmg, 4 Crit, Blaster Suppressor: !r yygg

Personal Gear

Comlink (handheld)
Stimpack x5
Custom Mechanics Tools
|-(Supreme Craftsmanship (Upgrade |Mechanics)
|-Lightweight x3
Custom Slicer Gear
|-Supreme Craftsmanship (Upgrade Computers)
|-Lightweight x3
|-Safety Features (1 Adv)
|-Compact (Setback to find)
Custom Skullduggery Tool
|-Safety Features (1 Adv)
Mk. VI Modular Backpack
Anti-Grav Chute
Verpine Comlink
Cybernetic Brain Implant
Cybernetic Mechanics Implant (Unobtrusive)
Scanner Goggles
Fusion Cutter

Tools in the Shipboard Workshop are listed on the Trade Surplus sheet!

CR1: Shipboard Workshop, Retrofitted Hangar Bay
CR2: Research Records, Low-Grav Workspace
CR3: Cybernetic Brain Implant
Cybernetic Mechanics Implant
CR4: L-2783, Additional Workspace (Computers)
CR5: Emergency Containment Measures, available

Assets & Resources

Vacation time: 59 hours

Sienar Fleet Systems Propulsion Specialist ID

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Speaks Binary AoR 157, EotE 143 The character grants a Boost die per rank of Speaks Binary to any tasks he directs Non-Player Character droids to perform.
Tinkerer 2 AoR 158, EotE 145, KtP 31 The character chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. [Sakyan Shadowsuit]
Inventor 2 AoR 150, EotE 137, FaD 146 When constructing new items or modifying existing attachments, the character may choose to add a Boost die or remove a Setback die from the check per rank of Inventor.
Species: Compound Eyes The compound eyes of a Verpine are capable of seeing tiny, even microscopic, details. When closely examining an object, Verpine characters add a Boost die to their Perception checks.
Species: Radio Waves Verpine can produce and hear radio waves, which allows them to silently communicate with other Verpine and specially tuned comlinks within a 100-kilometer range.
Dedication [Intellect] [Intellect] Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Utility Belt The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented—but essential—small tool from his utility belt, satchel, or pockets, with a rarity no greater than (4). This cannot be a weapon unless the weapon has the Limited Ammo 1 quality.
Knowledge Specialization [Education] When the character first acquires this talent, he may choose one Knowledge skill. When making checks with that skill, he may spend Triumph to gain additional Success equal to his ranks in Knowledge Specialization.
Researcher The character removes a Setback die per rank of Researcher from his Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher).
Respected Scholar The character downgrades the difficulty of checks to interact with institutions of learning by one per rank of Respected Scholar.
Natural Scholar Once per game session, the character may reroll any one Knowledge skill check.
Stroke of Genius Once per game session, the character can choose to make one skill check using Intellect, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his intelligence is helping him overcome this challenge.
Intense Focus Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.
Eye for Detail x2 After rolling the dice pool for a Mechanics or Computers check but before interpreting the results. the character may voluntarily suffer a number of strain no greater than his ranks in Eye for Detail. If he does. he may convert that many Success into Advantage. (The character must stil have at least one Success in the results at the end to succeed on the check.)
Creative Design As part of resolving a successful crafting check, the character may also apply a result equivalent to spending a number of Advantages equal to his ranks in Creative Design. The GM may then apply a result equivalent to spending that same number of Threats.
Debilitating Shot 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. If the starship or vehicle was traveling its maximum speed, it has its current speed reduced to the new maximum.
Smart Handling Once per session, take the Smart Handling action; making a Hard Knowledge (Education) check. Until the start of the next round the ship's handling increases by 2 plus an amount equal to Advantages scored on the check to a maximum of +4.
Solid Repairs 3 Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs.
Push the Specs Perform the Push the Specs action when in a starship or vehicle, making an Average Knowledge (Education) check. With success, the ship's top speed increases by 1 for a number of rounds equal to the character's Intellect.
Master Artisan Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Mechanics check (or his next check to build or mod an item) by one, to a minimum of Easy.
Gearhead The character removes Setback die per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead).
Dockyard Expertise The character may make an Average Knowledge (Education) check when at a dry dock with suitable personnel and equipment to conduct repairs to a starship, or to add attachments or modifications to one. If successful, the cost and time for repairs is reduced by 20% for each rank of Dockyard Expertise, to a minimum of 100 credits and one day.

Background

Motivation

Conflict:
Mayhem:

The character derives pleasure through destruction. He seldom passes up a chance to cause conflict and confusion in his work, even to the possible detriment of his own well-being. Extreme examples of this may even be forms of mental illness.

Duties

Munitions:
Magnitude: 650

This includes the maintenance and use of ammunition and weapons that should detonate at the appropriate time, or at least shouldn't do so while within the soldier's gun or vehicle. Work with munitions also includes placing minefields, disarming explosives, and setting explosives to destroy environmental obstacles or enemy fortifications. Those who work with vehicles, starships, or droids often modify the machines to handle and use specialized munitions.

Description

Other Notes

Completed Missions: Duty earned (0 starting Duty)
1. Ocean Truth: 15
2. Into the Woods: 15
3. Atonement: 25
4. Rebel Salvage: 30
5. Operation Skyhook: 20
6. Claim the Ondara Nebula: 15
7. Massacre at Tarivo: 15
8. Operation Warehousing: 10
9. Operation Asylum: 25
10. Operation Whisper: 35
11. Operation Repo: 20
12. Operation Trenchcoat: 20
13. Operation School Daze: 15
14. Operation Amnesia: 20+5
15. Operation Overflow: 10
16. Operation Ghostship: 15
17. Operation Damsel in Distress: 10
R&D: Project Bulwark: 10
18. Operation Good Hunting: 10
19. Operation True Ambitions: 15
20. Operation Sum of its Parts: 15
21. Operation Unstabled: 10
22. Operation Doctors orders: 15
23. Operation Armageddon: 10
24: Operation Boom: 15
25: Operation To Catch a R4t: 25
26: Operation Little Pig: 10
27: Operation Jump Start: 5
28: Operation Grand Theft Hyperdrive: 15
29: Operation Silent Warnings: 20
30: Operation Moonraker: 20
31: Operation Early Bird: 25
32: Operation Data Cap: 15
33: Operation Blind Hydra: 20
34: Operation Dark Star Geyser: 20
35: Operation Aggressive Engineering: 20
36: Operation Museum Worthy: 10

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