Chae by TommyVerdatre

Species
Arkanian
Career
Soldier
Specializations
Trailblazer, Medic, Force-Sensitive Outcast
System
Age of Rebellion

5
Threshold 19
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
4
3
3
2
1

Skills

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

Attacks

Philaxian Phase-Knife
Range
Engaged
Skill
Lightsaber
Pierce 4, Vicious 1, Superior
Damage
+2
Critical
3
Repulsor Throwing Razor
Range
Medium
Skill
Ranged: Light
Guided 2, Limited Ammo 1, Pierce 2, Vicious 1
Damage
5
Critical
2

10
625
2200
8/15

Weapons & Armor

Philaxian Phase-Knife [Enc 1, 1/1 HP Br+2 Dmg, Crit 3, Engaged, Pierce 4, Vicious 1]
- Base Br+1 Dmg, Crit 3, Engaged, Pierce 4, Vicious 1. If Saber throw talent, may use 2 adv to trigger the weapon to come back.
-> Superior [1 HP] : +1 Damage, +1 Free advantage to successful combat checks.

Repulsor Throwing Razor [Enc 2, 1/1 HP, 5 Dmg, Crit 2, Medium, Guided 2, Limited Ammo 1, Pierce 2, Vicious 1]
- Base Dmg 5, Crit 2, Pierce 2, Vicious 1. Spend 2 Adv on a missed attack to have the weapon return to your hand on the next turn.
-> Magnetic Weapon Tether [1 HP] : May recover lost weapon as an incidental at engaged range. 1x Quick Draw(T) Mod available.

Alliance Light Stealth Armor [R, Enc 3, Soak 2, HP 2/2]
- Base : 2 Soak, □ on Stealth checks
-> Reflec Shadowskin [1 HP] : Add 1 Advantage to Stealth Checks. Failed 1x Stalker (T) mod. 2x Add ■ to Perception checks to see wearer mods available.
-> Custom Fit [1 HP] : Remove ■ from Athletics and Stealth checks. Failed 1x Additional ■ mod.


-> Reflec Shadowskin [1 HP] : Add 1 Advantage to Stealth Checks. Failed 1x Stalker (T) mod. 2x Add ■ to Perception checks to see wearer mods available.
-> Custom Fit [1 HP] : Remove ■ from Athletics and Stealth checks. Failed 1x Additional ■ mod.
-> Stun Matrix [3 HP, +1 Enc] : May disorient enemy for 2 rounds on 2 threats on incoming Melee/Brawl/Lightsaber.

Personal Gear

Comlink [Enc 0]
Sir Jerry's Field Kit [Enc 2]

Carrying capacity:
Utility Belt [Enc 1]
Military Belt Pouch [Enc 0]
Modular Backpack w/ 2 Storage Units [+6 Enc]

Base:
Physician's Kit [Enc 2]
Poisonous leaves [Enc 0]

Physician's Kit : A physician's kit allows a user to perform relatively complex medical procedures in the field. Like emergency medpacs, physician’s kits allow a character to use the Medicine skill without penalty and in addition grant □ to all Medicine skill checks. Also, thanks to their stock of stimulants and other unguents, these kits add an automatic Adv to successful Medicine checks made while using the kit.

Assets & Resources

CR 1 : Cybernetic Respirator



Sir Jerry's Field Kit : Field surgery equipment (scalpel, thread, gauze, needles, bacta, antiseptic). Neatly arranged in a long thin pack, attached to a Utility Belt, unusable without.
Medical Specialist Tool with Supreme Caftsmanship and Lightweight 6. Gives an automatic success and an automatic upgrade.

Cybernetic Respirator : Permanently provides a character with the benefits of a breath mask and respirator and
one rank of the Blooded talent.

Critical Injuries & Conditions

**Medicine**
Intellect 3, Medicine 3
Surgeon 2, Bacta Specialist 1, Master Doctor
Sir Jerry's Field Kit (Specialist tool with Supreme Craftsmanship)
!roll [pppadd][s]

**Perception**
Cunning 3, Perception 2
Uncanny Senses, Dark Vision
!roll [ppabdd]

**Stealth**
Agility 4, Stealth 3
- Stalker 1 + :boost:
- Alliance Light Stealth Armor + :boost:
- Reflec Shadowskin : Advantage:
- Custom Fit - :setback:
!roll [pppabbdd][a]

**Survival**
Cunning 3, Survival 2
!roll [ppadd]

**Vigilance**
Willpower 2, Vigilance 2
Uncanny Reactions 1
!roll [ppbdd]

**Throwing Razor**
Agility 4, Ranged (light) 2
Damage 5, Medium, Pierce 2, Vicious 1, Limited Ammo 1, Guided 2, Disorient 2, Crit 2
Aim x2
!roll [ppaabbdd]

**Phase-Knife**
Agility 4, Lightsaber 4
Damage 3+2, Pierce 4, Vicious 1, Superior, Disorient 2, Crit 3
Aim x2
!roll [ppppbbdd][a]

Talents

Name Rank Book & Page Description
Dark Vision (Species) DoH p.57 When making skill checks, may remove up to ■■ due to darkness
Stalker (passive) 1 FiB p.31 Add □ per rank to Stealth and Coordination checks.
Disorient (passive) 2 FiB p.31 After hitting with a combat check, may spend 2 advantages to disorient target for number of rounds equal to ranks.
Grit (passive) 3 FiB p.31 Gain + 1 strain threshold per rank.
Dodge (active) 2 FiB p.31 When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain equal to rank to upgrade the difficulty of that check by that number.
Dedication (passive) 1 FiB p.31 (+1 Agility) Gain +1 in a characteristic.
Uncanny Senses (passive) 1 RotS p.29 Add 1 □ per rank of Uncanny senses to all Perception checks.
Secrets of the Force (passive) RotS p.29 Knowledge (Lore) and Lightsaber become career skills.
Parry (active) 1 RotS p.29 When hit by a Melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Uncanny Reactions (passive) 1 RotS p.29 Add 1 □ per rank of Uncanny Reactions to all Vigilance checks.
Renegade Form (passive) RotS p.29 (Agility) When the character purchases the talent, may choose one characteristic. They may use this characteristic instead of Brawn when making Lightsaber checks.
Quick Draw (active) RotS p.29 Once per round, may draw or stow 1 item, weapon or piece of equipement as an incidental.
Stimpack Specialization (passive) 3 AoR p.92 Stimpacks heal 1 additional wound per rank.
Surgeon (passive) 2 AoR p.92 When performing a Medicine check to heal wounds, heal 1 additional wound per rank.
Bacta Specialist (passive) 1 AoR p.92 Patients recover 1 addtional wound per rank when they recover wounds from bacta tanks or long term care.
Stim Application (active) AoR p.92 Take the Stim Application action: make an Average Medicine check. If sucessful, one engaged ally increases one characteristic by 1 for the encounter, and suffers 4 strain
Master Doctor (active) AoR p.92 Once per round, suffer 2 strain to decrease the difficulty of the next Medicine check by 1.
Toughened (passive) 3 FiB p.31 Gain +2 wound threshold per rank.
Forager (passive) AoR p.92 Remove up to ■■ from skill checks to find food, water or shelter. Survival checks to forage take half the usual time.
Blooded (passive) 1 Cybernetic Respirator Add □ per rank to checks to resist toxins, venoms and poisons. Reduce duration of ongoing poisons by one per rank to a minimum of one.
Stim Application (Improved) (Active) AoR p.92 When taking the Stim Application Action, make increase the diffculty to Hard and target suffers only 1 strain.
Expert Tracker (passive) 1 FiB p.31 Remove ■ per rank from checks to find tracks or track targets. Decrease time to track a target by half.
It's not that bad (active) AoR p.92 Once per session, when an Ally suffers a Critical Injury, may take a It's not that bad incidental. Make a Hard Medicine check to stop that Ally from getting that Injury.
Outdoorsman (passive) 1 Remove ■ per rank from checks to move through terrain or manage environmental effects. Decrease overland travel by half.

Background

After the rise of the Galactic Empire, several Arkanian scientists started working for various Grand Admirals across the galaxy. Lab n°324-57 of Adascopolis was originally overseen by a few former Jedi, who had fled the order alongside famed Knight Serifa Altunen, after the beginning of the Clone Wars. Arkania having for the most part lost their cloning capabilities, due to a Senate ban on exportations, Arkanian scientists focused on creating smarter and emotionless Arkanian offshoot soldiers, closer to the Jedi ideal.
By a twist of fate, one of these engineered beings turned out to be a Force-Sensitive. Taught in an isolated environment, the soldier was taught to fight through the help of a holocron provided by the former Jedi. It also learned medicine, hunting tactics and the main tenants of Arkanian philosophy and society from books and holos.

Chae would've been on her way to become the perfect expendable fighter, if not for the intervention of a nameless scientist of the lab. A former member of the Arkanian Renegades, the scientist gave several books to the soldier: taught her of critical thinking, history and politics. Chae slowly began to understand the world around her, and her situation. She developed feelings, as the depth of the Arkanian arrogance and racism began to dawn on her.
After several field operations, she was tasked to lead several other soldiers like herself, all obedient biological weapons. She played the part for a while, but as some of the others started using bioweapons developed for the Empire on children, she couldn't bear to see more. Seeing others like her, who hadn't been taught of their condition, only mindlessely obeying, burning, poisoning, slaughtering innocents : her values were completely shaken up, and she wanted nothing more than run away.
Thanks to her training, she managed to hide in a pile of corpses. By luck, or the Force, she went unnoticed, and now found herself in the middle of nowhere, without a home or a name, but with a newfound spark in her heart.

She left Arkania by her own means, hopped from planet to planet before hearing of the Uyter Abolitionists while close to the Hali Sector. Their fight to free enslaved Wookiees resonated with her, with the enslavement of flesh by the Empire and Arkanians. She landed on Uyter, and spent several weeks trying to get in touch with those Abolitionists ; when she finally succeeded, she entered their ranks as a wilderness fighter under Suxan. It was time for Arkania, and the Empire, to pay, and for their victims to be freed.

Motivation

**Motivation : Self**
Chae was the result of an experiment, and much like other clones, the quest to understanding who she really is is what matters to her. She strives to see the galaxy, discover more about herself, her likes and dislikes. Each challenge she faces allows her to grow and learn what she is capable of, and what she could become in the future.

Duties

**Duty : Support**
Chae doesn't look for the spotlight. She simply tries to fit in, protect those dear to her, and make sure they can fulfill their goals to the fullest. Simply being part of something, being more than a tool is good enough.



Old Duty : 160
New Duty : 11

Description

Chae is in appearance 24 years old, though she would have a hard time determining when she was removed from her incubator. Tall and thin, she benefits from the thermal vision abilities of Arkanians, despite the genetic material employed for her creation not being pure : she doesn't have the white hair, eyes and the 4-fingered hands of the regular members of her species.

Chae was raised away from society, and was given conflictual information, history and sets of values to judge people on. As a result, she has a hard time deciding for herself, as she has to adjust to her new situation in this wide world. One thing is for sure though : innocents shouldn't be harmed, and her comrades should be protected.

Chae has only one prized possession : the phase-knife she learned how to fight with. It was given to her by her benefactor ; it reminds her of her past, and never leaves her side.

Other Notes

Chae, Female Arkanian

Arkanians start the game with one rank in Medicine. They get the Dark Vision Ability. Initial 100 XP

20 Duty for +15 XP/+1000 Credits
Brawn 3, Agility 3, Cunning 3 (90/115 XP)
+10 XP Recruit spec not taken, +15 XP SFL Boost, Heroic : +150 XP, + 9000 Credits from Heroic Start
(Total at creation 290 XP, 10000 Credits)

Free ranks : Athletics 1, Medicine 2, Survival 1, Knowledge (Warfare) 1 // Stealth 1, Survival 2

Skills (145 XP spent)
▪ Athletics 2, Medicine 3, Perception 1/2, Stealth 2/3, Vigilance 1/2
▪ Lightsaber 1/2/3/4, Ranged (Light) 1/2


Trailblazer Talent Tree (105 XP spent)
· 5: ■ ■ ■ ■ Stalker / Toughened / Outdoorsman / Expert Tracker
10: ■ □ □ □ Disorient
15: ■ ■ □ □ Grit / Dodge
20: ■ □ □ □ Dodge
25: ■ □ □ □ Dedication (Agility)

Medic Talent Tree (20 + 145 = 165 XP spent)
· 5: ■ ■ ■ ■ Forager / Stimpack Specialization / Grit / Surgeon
10: □ ■ ■ ■ Surgeon / Stimpack Specialization / Bacta Specialist
15: □ □ ■ ■ Stim Application / Master Doctor
20: □ □ ■ ■ Stim Application (Improved) / Stimpack Specialization
25: □ □ ■ □ It's not that bad

Force-Sensitive Outcast Talent Tree (30 + 80 = 110 XP spent)
· 5: ■ □ ■ ■ Uncanny Reactions / Grit / Uncanny Senses
10: ■ □ □ ■ Quick Draw / Secrets of the Force
15: ■ □ ■ ■ Disorient / Renegade Form / Parry
20: □ □ □ □
25: □ □ □ □


Missions :
....▪ Operation Sathari Safari (GM) : +20XP, +15 Duty, +300 Credits, 12 hours. (310 XP / 15 Duty / 300 Credits).
..1▪ Operation Hutt Hunter : +20XP, +15 Duty (10+5 report), +300 Credits, 24 hours. (330 XP / 25 Duty / 315Credits).
..2▪ Operation Pit Scraper : +25XP, +15 Duty , +300 Credits, 24 hours. (355 XP / 40 Duty / 565 Credits).
..3▪ Operation Eggs In A Basket : +25XP, +15 Duty , +300 Credits, 24 hours. (385 XP / 55 Duty / 865 Credits).
..4▪ Operation Scream Jumper : +20XP, +10 Duty , +300 Credits, 24 hours. (405 XP / 65 Duty / 730 Credits).
..5▪ Operation Mothball (Run for your life) : +20XP, +20 Duty (15+5 report) , +300 Credits, 24 hours. (430 XP / 85 Duty / 1030 Credits).
..6▪ Operation Crimson Corsair III : +20XP, +15 Duty, +400 Credits, 24 hours. (450 XP / 100 Duty / 1430 Credits). ► CR 1 : Cybernetic Respirator.
..7▪ Operation Detailed Tracing II : +20XP, +15 Duty, +400 Credits, 24 hours. (475 XP / 115 Duty / 1830 Credits).
..8▪ Operation Dhen Hunting : +20XP, +25 Duty, +400 Credits, 24 hours. (495 XP / 140 Duty / 550 Credits).
..9▪ Operation Station Breaker Pt. III : +20XP, +20 Duty, +400 Credits, 24 hours. (515 XP / 160 Duty / 950 Credits).
..10▪ Operation The Warder: +20XP, +1 Duty, +500 Credits, 24 hours. (540 XP / 1 Duty / 1450 Credits).
..11▪ Task Force Liberator: +20XP, +0 Duty, +1000 Credits, 24 hours. (560 XP / 1 Duty / 2450 Credits).
..12▪ Operation Grommet Guardian: +10XP, +1 Duty, +500 Credits, 24 hours. (580 XP / 2 Duty / 2950 Credits).
..13▪ Operation Gretel: +20XP, +6 Duty, +500 Credits, 24 hours. (600 XP / 8 Duty / 3450 Credits).
..14▪ Operation Gingerbread: +20XP, +3 Duty, +500 Credits, 24 hours. (625 XP / 11 Duty / 2200 Credits).


348h downtime total. 288h spent for 30xp. 3h spent for crafting. 6h Shopping. 28h healing
23h available

Bought :
■ Philaxian Phase-Knife : 1500 Credits
--> Superior Attachement : 5000 Credits
■ Alliance Light Stealth Armor : 2200 Credits
■ Repulsor Throwing Razor : 850 Credits
--> Magnetic Weapon Tether : 250 Credits
■ Physician's Kit : 400 Credits
■ Modular Backpack Frame and 2 Storage Units : 60 Credits
■ Comlink : 25 Credits
■ Truck Rental : 50 Credits
■ Sir Jerry's Field Kit : 400 Credits
■ Utility Belt and Military Belt Pouch : 35 Credits
■ Reflec Shadowskin + Failed mod : 1180 Credits
■ Custom Fit + Failed Mod : 500 Credits
■ Stun Matrix : 1750 Credits

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