Character Name

Shiri Teska by Ryldor

Species
Twilek
Career
Smuggler
Specializations
Gunslinger, Sharpshooter, Assassin, Marauder, Mercenary Soldier, Gunner, Commando
System
Age of Rebellion

9
Threshold 21
Current 0
Threshold 18
Current 8
Ranged 2
Melee 1

Placeholder Image

Characteristics

3
6
2
4
2
3

Skills

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

Attacks

Custom Pistol #1
Range
Long
Skill
Ranged: Light
Vicious 1, Stun Setting, Pierce 3, Accurate 2, Superior
Damage
11
Critical
3
Custom Pistol #2
Range
Long
Skill
Ranged: Light
Stun Setting, Pierce 3, Accurate 1, Superior
Damage
11
Critical
3
Vibro-Machete
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1, Accurate 1, Superior
Damage
+2
Critical
1
Custom Rifle
Range
Extreme
Skill
Ranged: Heavy
Accurate 3, Vicious 1, Pierce 1
Damage
13
Critical
2

0
1325
11975
11/14

Weapons & Armor

Quicktrigger; Riot Armor; Laminate Armor; Vacuum Sealed

Custom Rifle with Superior and Telescopic Sight

Custom Pistol #1 with Superior, Custom Grip Paired and BAM

Custom Pistol #2 with Superior, Paired and BAM

Trast Custom Light Armor, 2 Blaster Suppressors.

Personal Gear

Comlink, Earbud Comlink, Scanner Goggles, Military Belt Pouch, Extra Reload, Load-bearing gear; Military Modular Backpack with Storage Unit and Oxygen Unit, Grav-Chute, Mk VI Modular Backpack

Aratech 74-Z Speeder Bike

Assets & Resources

120 Hours
Cybernetic Agility Arm

CR1 Rewards: TBD, TBD
CR2 Rewards: TBD, Materials for cybernetic arm
CR3 Rewards: Implant Armor, OCS
CR4 Rewards: TBD, TBD
CR5 Rewards: TBD, TBD
CR6 Rewards: TBD, TBD
CR7 Rewards: TBD, TBD
CR8 Rewards: TBD, TBD

Critical Injuries & Conditions

Talents

Name Book & Page Description
Grit Ranks: 5 Each rank of Grit increases a character's strain threshold by one.
Lethal Blows Ranks: 6 The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Quick Strike Ranks: 3 The character adds [Boost] per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.
Rapid Reaction Ranks: 1 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.
Call 'Em This character does not add any (Setback) to his combat checks due the use of the Aim maneuver (see page 201 of the Edge of the Empire Core Rulebook)
Dodge Ranks: 2 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Quick Draw/Improved Twice per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Spitfire After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.
Guns Blazing When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.
Deadly Accuracy Ranged Light; Ranged Heavy Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice.
Natural Marksman Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Dedication Agility -1, Brawn - 2, Cunning - 1 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
True Aim Ranks: 3 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.
Point Blank Ranks: 1 The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Strong Arm Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.
Stalker Ranks: 2 The character adds Boost per rank of Stalker to his Coordination and Stealth checks.
Sniper Shot Ranks: 1 Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range).
Toughened Ranks: 5 The character increases his wound threshold by two per rank of Toughened.
Feral Strength Ranks: 1 The character adds 1 damage per rank of Feral Strength to one hit of his successful Brawl and Melee attacks.
Enduring Ranks: 2 The character gains + 1 soak value per rank of Enduring
Expert Tracker Ranks: 1 The character removes Setback per rank of Expert Tracker from his checks to find or follow tracks. Survival checks made to track targets take 50 % less time than normal (this does not decrease with additional ranks of Expert Tracker)
Command Ranks: 2 The character gains Boost per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Second Wind Ranks: 2 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Field Commander The character may take a Field Commander action. By successfully passing an Average (PP) Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.
Sixth Sense The character gains + 1 ranged defense.
Durable Ranks: 2 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Brace Ranks: 1 As a maneuver, the character may Brace himself. This allows a character to remove 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.
Physical Training Ranks: 1 The character adds Boost per rank of Physical Training to his Athletics and Resilience checks.

Force Powers

Force Rating
Power
Unmatched Fortune Signature Ability
Description
Once per game session, as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character’s dice pool to another face adjacent to it. An “adjacent” face is any die face sharing an edge—not a point—with the rolled face.
Upgrade Effect
Increase Effect Unmatched Fortune can also be used on negative dice.
Frequency (1) Unmatched Fortune can be used an additional time per game session equal to ranks in Frequency upgrade.
Destiny To activate Unmatched Fortune, the character only needs to spend 1 Destiny Point instead of the normal 2.
Increase Number (2) Unmatched Fortune affects one additional die per rank in Increase Number upgrade.
Shared Luck Unmatched Fortune can also be used on the dice pool of a willing ally within Short range. All upgrades the acting character has in Unmatched Fortune can be applied to the character receiving help.

Background

Motivation

Vengeance: The Empire has committed an act the Player Character will never forgive. Every dead stormtrooper and every destroyed TIE fighter is another notch on his gun, marking his endless need to make them all pay. Such a motivation can lead to dangerous. even suicidal actions, especially if the PC doesn't find other feelings with which to temper it

Duties

Personnel (855) - Shiri has seen first hand that the members of SFL are often as dangerous to themselves as they are to the Empire. She is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind; the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies.

Description

Other Notes

Legacy: 650 XP and 505 Duty from Alexya. +10 XP from Duty, +10 SFL bonus

20 XP, 15 Duty, 24 hours and 800 credits from Operation Daft Funk
20 XP, 15 Duty, 24 hours and 800 credits from Operation Ice Age
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Crypt Pillager (GM)
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Kinship (GM)
20 XP, 15 Duty, 24 hours and 800 credits from Operation A New Home
20 XP, 10 Duty (w/ Mission Report), 24 hours and 800 credits from Operation Checkmate B6
48 hours traded for 5 XP
25 XP, 10 Duty, 24 hours and 800 credits from Operation Renegade Hunter
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Fetch (GM)
New CR reached (600). 2 CR rewards TBD.
96 hours traded for 10 XP
15 XP, 5 Duty, 24 hours and 800 credits from Operation Missing Link
25 XP, 15 Duty (w/ Mission Report), 24 hours and 900 credits from Operation Hunter Hunting
25 XP, 10 Duty, 24 hours and 900 credits from Operation Rip Tide
20 XP, 10 Duty, 24 hours and 900 credits from Operation Blinded Cavern
20 XP, 10 Duty, 24 hours and 900 credits from Operation Quantwo
96 hours traded for 10 XP
25 XP, 15 Duty, 24 hours and 900 credits from Operation Helmet Shooter
-10XP for Sixth Sense Battle Scar
25 XP, 15 Duty, 24 hours and 900 credits (plus Aratech 74-Z Speeder Bike) from Operation Antique Shop I
20 XP, 20 Duty (w/ Mission Report), 24 hours and 900 credits from Operation Cake Run
New CR reached (700). 2 CR rewards TBD.
15 XP, 15 Duty, 24 hours and 900 credits from Operation Cold Storage
25 XP, 20 Duty, 24 hours and 900 credits from Operation Rampart Sacker
20 XP, 15 Duty, 12 Hours and 300 credits from Operation Pharmacy (GM)
96 hours traded for 10 XP
25 XP, 20 Duty, 24 hours and 900 credits from Operation Into The Woods
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Unchained Melody (GM)
15 XP, 20 Duty, 24 hours and 1000 credits from Operation Rusted Cell
New CR reached (800). 2 CR rewards TBD.
20 XP, 20 Duty, 24 hours and 1000 credits from Operation Banana Boat
15 XP, 20 Duty (w/ Mission Report), 24 hours and 1000 credits from Operation Strawberry Milk
144 hours traded for 15 XP
20 XP, 15 Duty, 24 hours and 1000 credits from Operation Block 8

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