Cin'Tracinya by Sytic

Species
Human
Career
Consular
Specializations
Teacher, Cyber-Tech, Martial Artist
System
Age of Rebellion

12
Threshold 20
Current 2
Threshold 15
Current 5
Ranged 4
Melee 4

Placeholder Image

Characteristics

7
2
7
2
2
2

Skills

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

Attacks

Right Arm-Mounted Vibroblade (Integrated) "Butterfly Blade"
Range
Engaged
Skill
Brawl
Superior, Paired, Accurate 4, Cortosis, Concussive 1, Sunder, Pierce 6, Vicious 6, Remove 1 Setback, Knockdown 1, Ensnare 1, Exceptional Performance, Combat Tested (2 Boosts to Discipline, 2 Boosts to Fear) (2/4)
Damage
+5
Critical
1
Left Arm-Mounted Vibroblade "Skull Sweeper"
Range
Engaged
Skill
Brawl
Superior, Paired, Accurate 3, Cortosis, Concussive 1, Stun 1, Vicious 7, Deflection 3, Defensive 3, Pierce 8, Paired, Exceptional Performance (2 Boosts to Discipline, 2 Boosts to Fear) (HP: 1/4)
Damage
+5
Critical
1

20
785
2000
4/16

Weapons & Armor

"Butterfly Strategist's Armor" (2/9 HP Remaining)

Squad Tactical Systems (Boost to Vigilance and Perception checks as long as other teammates are within range. +1 Perception, +1 Vigilance)

Clone Polarized Electrobinoculars (+1 Perception)

Repulsor Pack (Function as a Speed 1, Handling -1, System Strain Threshold 2, Silhouette 1, Uses Coordination)

Low Friction Coating (Add 1 Melee Defense, Add 2 Setback to Mechanics Checks working on this Armor)

Optical Camo System (Upgrades the Ability of All Stealth Checks Twice while wearing This Armor, +1 Stealth, Innate Talent: Master of Shadows)

Armor Components:
Integrated Superior
Special Embellishment: Leadership
Weighs Nothing
Exceptional Performance

"Butterfly Charm"
6 Setbacks to notice True Purpose
Removes Environmental Conditions

"Mantle of Responsibility"

'For you are required, you will train them, and should you fail, not only will they die- but you will never get to return to history.'

MIGHTY Neural Booster Talisman (Mighty, 4 Invigorating), adds 8 Boosts to Knowledge checks, Suffers 7 strain after Knowledge checks, heals 4 Strain after Knowledge checks.

Healing Accelerant (Mark of the Homeland, 4 Invigorating, Hidden Purpose 4), heals 4 strain every time they heal strain.

Exoglove (2 Difficulty Grapple Hook, +1 Brawn while Using the Exoglove)

Personal Gear

Cybernetics: Brain Implant (+1 Int), Brawn Cybernetic, Brawn Cybernetic, Coordination Implant, Neuromachine Interface, Implant Armor, Biofeedback Regulator, Resillience Implant, Discipline Implant, Leadership Implant (9/13)

Compact Negotiations Tool (Inbuilt into Helmet), (3 Setback to Notice Tool, automatic +Success, +Advantage)

Integrated Helmet Commlink

Brawn Cybernetic (+1 to Brawn, Integrated Weapon, 4 ranks of Unobtrusive, Ion Shielding)

Brawn Cybernetic (+1 to Brawn, Integrated Weapon, 4 ranks of Unobtrusive, Ion Shielding, Integrated Tool: Mechanics, Computers, Skulduggery, Athletics).

Coordination Implant (Integrated Tool: Synaptic Booster (4 Setbacks to Notice, Weighs Nothing, Adds Success, Adds Advantage, Upgrades Coordination Checks Twice)

Discipline Implant (4x Integrated Tools, 4x Unobtrusive, Ion Shielded, Integrated Weapon)

Discipline Tool (Simple), (Supreme Craftsmanship, Compact 3, Safety Features, Exceptional Performance, Lightweight 4)

Discipline Tool (Specialist), (Supreme Craftsmanship, Compact 3, Safety Features, Exceptional Performance, Lightweight 7, Adds One Success)

Discipline Tool (Precision), (Supreme Craftsmanship, Compact 3, Safety Features, Exceptional Performance, Lightweight 4, Reduce 2 Setback)

Resillience Implant (4x Integrated Tools, 4x Unobtrusive, Ion Shielded)

Leadership Implant (4x Integrated Tools, 4x Unobtrusive, Ion Shielded, Integrated Weapon)

Neuromachine Interface (Use Coordination as Piloting)

Implant Armor (+1 Soak)

Biofeedback Regulator

Cybernetic Cap: 13 (7 Br + 3 MmtM + 3 Biofeedback)

Military Belt

Stimpack x1

Emergency Repair Patch x4

Assets & Resources

5 Integrated Cortosis Fist Weapons
(52 Adv, 2 Additional Triumphs), (50 Adv, 4 Additional Triumphs), (51 Adv, 0 Additional Triumphs), (53 Adv, 4 Additional Triumphs),

"The Butterfly Knife", 48 Adv, 10 Triumphs: Concussive 1, Integrated Attachment: Cortosis Forging, Integrated Attachment: Superior, Integrated Attachment: Custom Grip, Integrated Attachment: Paired Weapon, Accurate 3 (12 adv), Lethal (4 adv), Sunder (4 adv), Destructive (3 adv), Customizable (2 adv), Pierce 4 (8 adv), Vicious 5 (10 adv), Ensnare 1, Knockdown 1, Lightweight 1

"The Skull Sweeper", 57 Adv, 10 Triumphs: Concussive 1, Integrated Attachment: Cortosis Forging, Integrated Attachment: Superior, Integrated Attachment: Serrated Blade, Integrated Attachment: Paired Weapon, Vicious 5 (10 Adv), Lethal (4 Adv), Destructive (3 Adv), Customizable (2 adv), Pierce 4 (8 adv), Reflective 3 (9 adv), Defensive 3 (6 adv), Accurate 3 (12 Adv), Stun 1, Lightweight 1

Precision Lightsaber (41 Adv, 1 Tri): (Lightweight 1, Disguised 4, Customizable, Personalized Design: Anadel Nero, Fine-Tuned Emitter, Inbuilt, Energy Bleed: Stun 8)

Kama w/ Embellished Chains (Tool: (Nero's Strength: Specialist Tool, 1 Success, 1 Advantage, Exceptional Performance, Safety Features, Supreme Craftsmanship, Compact 3))

Borrowed Items for Crafting Only (when they're around:)
Ana: Unstable Kyber Crystal, Componentization, Inbuilt, gifted amulet used to focus and deal with migraines during crafting and the creation of items, not allowed on Cin's person without Anadel's supervision

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Well Rounded Choose two skills. Those skills permanently become career skills.
Researcher (1) Researching a subject takes half the usual time. Remove setback per rank of Researcher from all Knowledge tests.
Well Traveled Gain Knowledge (Core Worlds) and Knowledge (Outer Rim) as career skills.
Grit (1) Gain +1 Strain Threshold.
Skilled Teacher (1) If an ally at short range has less ranks in a skill than the character, as an Incidental, can suffer strain equal to ranks in Skilled Teacher and add an equal amount of success to their next check.
Wise Warrior Spend a Destiny Point once-per-round to be able to perform a combat check with ANY characteristic.
Improved Wise Warrior When performing the Wise Warrior incidental, one ally at short range may also use this characteristic for any combat check they make this turn.
Dedication (1) Gain +1 to a given characteristic.
Cyberneticist Remove a setback per ranks in Cyberneticist for checks made in regards to dealing with cybernetics (making, building, etc). Reduce Cybernetics cost by 50% to build and buy.
Toughened (1) +2 Wound Threshold.
Precision Strike Change any crit roll with a Melee, Brawl, or Lightsaber attack to an Easy crit roll for 1 strain.
Iron Body (1) Remove a setback per rank of Iron Body from Resilience and Coordination checks, lower Crit Rating by 1 for Brawl checks.
Grit (2) Gain +1 Strain Threshold.
Martial Grace Once per round, suffer 2 Strain to add damage equal to Coordination to one hit of a Brawl check.
Iron Body (2) Remove a setback per rank of Iron Body from Resilience and Coordination checks, lower Crit Rating by 1 for Brawl checks.
Mind over Matter Spend a destiny point to regain Strain equal to Willpower.
Toughened (1) Gain +2 Wound Threshold.
Dedication (2) Gain +1 to a given characteristic.
Coordination Dodge Fuck taking damage. (Use a Destiny Point to add Failure equal to Coordination to an enemy attack roll.)
Grit (3) Gain +1 Strain Threshold.
Skilled Teacher (2) If an ally at short range has less ranks in a skill than the character, as an Incidental, can suffer strain equal to ranks in Skilled Teacher and add an equal amount of success to their next check.
Force Rating (1) Gain +1 Force Rating.
Once a Learner As an Action, suffer 4 Strain and let one ally within Short Range increase the Ally's Force Rating until the end of the round.
Now the Master Once per session, take one Talent or Force Power that any character in the current Encounter possesses. Gain that Talent or Force power until the end of the encounter.
Signature Ability: (Much to Learn) Dear god why.
Improved Precision Strike Once per round, cause a Medium difficulty crit for 2 strain.
Engineered Redundancies Mechanics Checks and Emergency Repair Patches can heal Cin'Tracinya.
Innate Talent: Brace
Innate Talent: Brace
More Machine than Man Add 1 to the Cybernetics Cap.
Toughened (2) Gain +2 Wound Threshold.
More Machine than Man Add 1 to the Cybernetics Cap.
Signature Ability Upgrade: Reduce Difficulty to 2
Signature Ability Upgrade: Give 2 more People Talent
Signature Ability Upgrade: Destiny (Reduce Light Side Cost)
Signature Ability Upgrade: Give 2 more People Talent
Durable (1) All crits get -10 on me.
More Machine than Man Add 1 to the Cybernetics Cap.
Innate Talent: Master of Shadows Reduce the difficulty of any Stealth Check by one for two strain, to a minimum of Easy.
Surgeon Increase wounds healed from Medicine checks by 1.
Dedication (3) Gain +1 to a given characteristic.

Force Powers

Force Rating
2
Power
Sense
Description
Upgrade Effect
Control Try it to sense bullshit. Control upgrade for defence, but only 1 so far.

Background

A member of the Cuy'val Dar, or "those who no longer exist", Cin was responsible for the training of a monumental amount of Clones, but more importantly, the Republic Commandos who would become known as surgical, deep-strike death squads under the Cuy'val Dar's tutelage.

Cin had professed an almost unnatural affinity for training and expertise, with an odd 'reflective' combat style, preferring vigilance and preparation to overwhelming strength. He trained his squad to think outside of the box, and remain prepared for all given scenarios.

Unfortunately, at the beginning of the war, Cin decided to stay on with the Republic and lead his troops into battle. During one of the first conflicts, the 'shiny' troopers, inexperienced in combat, had unexpectedly led Cin into friendly fire, the troopers gunning him down as they did not distinguish friend from foe.

After extensive damage, Cin slipped into a coma, only awoken by a brain implant embedded into his cerebral cortex. With some residual damage, Cin awakes to a lack of ability, but not a lack of spirit.

Motivation

Motivation: Relationship: Family Clan. Cin believes in peace through superior firepower, and minimal collateral damage- but Cin will do anything to ensure that his team makes it through another day.

Morality: 89

Sympathy: Cin genuinely feels for others, sharing their pain and so acting to reduce it, showing mercy and compassion.
Desperation: Cin cares so much for the plights of others that emotions cloud their mind. When surrounded by suffering, Cin can act impulsively.

Duties

Duty: Personnel. Unlike most of his cousins on Mandalore, Cin believes that slaughters and bloodbaths do not lead to victory, unless all you want is pyrrhic achievement. No, if everyone lives to see the light of day, a battle is won regardless of its achievements.

Current Duty Rank: 45 (CR Rank 3)

Description

Cin is a 6'1 Mandalorian Human, typically found in his armor. He has extensive metal plating due to damage received in the Battle of Geonosis.

Other Notes

R&R: 24 HR (GM Mission) + 24 HR (Ristophi Recon) + 24 HR (Crazy Crystals) + 24 HR (When Piggybacks Fly) + 24 HR (GM Mission, Tunnel Tyrants) + 24 HR (Broken Toys) + 24 HR (Nero's Simulation) + 24 HR (GM Mission) + 24 HR (Things That Go Bump In The Night) + 24 HR (Since You Esked) + 24 HR (GM Mission) + 24 HR (They Esked For It) + 24 HR (General Nero's Chicken) + 24 HR (Galled Gizka, Part I) + 24 HR (Galled Gizka, Part II) + 24 HR (The Monarch and the Duke) + 24 HR (Oh No, It's the Reservists!) + 24 HR (End of Christophosis) + 24 HR (GM Mission) + 24 HR (Mayday, Part I) + 24 HR (A Strong Start) = 504 HOURS
365 HR LOST

Schematics:
Healing Accelerant (2)

XP Expenditure:
https://docs.google.com/spreadsheets/d/1YCV568lxi-dLowfBJ62lSnmdApo6el7zB5Kev85LTEc/edit?usp=sharing

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