Character Name

Alexya D'Racen by Ryldor

Species
Human
Career
Spy
Specializations
Infiltrator, Martial Artist, Marauder, Sleeper Agent, Assassin
System
Age of Rebellion

10
Threshold 27
Current 0
Threshold 17
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

5
5
3
5
2
3

Skills

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

Attacks

Custom Energy Pistol
Range
Long
Skill
Ranged: Light
Vicious 1, Stun Setting, Pierce 5, Accurate 3
Damage
10
Critical
3
VibroSabre (Primary)
Range
Engaged
Skill
Melee
Pierce 4, Vicious 1, Accurate 3, Deflection 2
Damage
+2
Critical
1
VibroSabre (Secondary)
Range
Engaged
Skill
Melee
Pierce 2, Vicious 3, Defensive 3, Superior
Damage
+3
Critical
1
Stealth Vibroknife
Range
Engaged
Skill
Melee
Pierce 1, Vicious 1, Setback to spot via Perception
Damage
+1
Critical
2

20
1470
17131
7/16

Weapons & Armor

Custom VibroSabre with paired, custom grip, magnetic tether and mono-molecular edge.

Custom VibroSabre with superior paired, magnetic tether and mono-molecular edge.

Custom Armor with Vacuum Seal, Repulsor Pack and Optical Camo System

Garrote Chrono

Personal Gear

Datapad, Comlink, Scanner Goggles, Military Belt Pouch, Extra Reload, 3 Stimpacks, Lockpick set, Grav-Chute, Infrabinoculars (Long Range), Blaster Suppressor, 2 Stealth vibroknives.

Assets & Resources

105 Hours

Slicing tool, Mechanics Tool

CR1 Rewards: Repulsor Pack, TBD
CR2 Rewards: TBD, TBD
CR3 Rewards: Cybernetic Arm (Agility), Cybernetic Legs (Brawn)
CR4 Rewards: Cybernetic Brain Implant, Optical Camo System
CR5 Rewards: TBD, TBD
CR6 Rewards: TBD, TBD
CR7 Rewards: TBD, TBD
CR8 Rewards: TBD, TBD

Critical Injuries & Conditions

Talents

Name Book & Page Description
Clever Solution Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his cunning is helping him overcome this challenge.
Dedication x4 Ranks: 3 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Defensive Stance x2 Ranks: 2 Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way.
Dodge x3 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.
Enduring x2 Ranks: 2 The character gains + 1 soak value per rank of Enduring
Feral Strength x3 Ranks: 3 The character adds 1 damage per rank of Feral Strength to one hit of his successful Brawl and Melee attacks.
Frenzied Attack x3 Ranks: 3 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. This number cannot exceed his ranks in Frenzied Attack.
Grapple Once per round. the character may perform the Grapple maneuver. Until the beginning of the character's next turn. enemies must spend two maneuvers instead of one maneuver to move from engaged range to short range of him.
Grit x3 Ranks: 3 Each rank of Grit increases a character's strain threshold by one.
Heroic Fortitude The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. He still suffers from the injury itself.
Iron Body x2 Ranks: 2 The character removes Setback per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character's unarmed attacks is reduced by one per rank of Iron Body, to a minimum of 1.
Jump Up Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental.
Knockdown After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than the acting character, it requires one additional Triumph for each silhouette larger.
Lethal Blows x4 Ranks: 4 The character adds + 1 0 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Martial Grace Once per round, the character may suffer 2 strain to add additional damage equal to ranks in Coordination to one hit of a successful Brawl combat check.
Master of Shadows Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy (D).
Natural Brawler Once per game session, the character may reroll any one Brawl or Melee check.
Natural Rogue Once per game session, the character may reroll any one Skulduggery or Stealth check.
Precision Strike When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, she may suffer 1 strain to change the result to any Easy (D) Critical Injury result Additionally, whenever the character defeats a minion or rival NPC, she may always choose to do so by nonlethal means, even if the environment or exceptional circumstances would normally make that very difficult or impossible.
Precision Strike (Improved) Once per round, when the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, she may suffer 2 strain to change the result to any Average (DD) Critical Injury result.
Reserved
Soft Spot After making a successful attack with a non-starship/ vehicle weapon, the character may spend one Destiny Point to add damage equal to his Cunning to one hit of the successful attack.
Stunning Blow When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak.
Stunning Blow (Improved) When dealing strain damage with Melee or Brawl checks, the character may spend a Triumph result to stagger his target for one round per Triumph spent.
Toughened x7 Ranks: 7 The character increases his wound threshold by two per rank of Toughened.
Well-Rounded The character chooses any two skills. They permanently become career skills. (Ranged-Light and Vigilance)
Parry Ranks: 2 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Parry (Improved) The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed, reduce the strain she suffers from the Parry incidental by 1, to a minimum of 1.
Creative Killer The character reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1).
Stalker Ranks: 2 The character adds Boost per rank of Stalker to his Coordination and Stealth checks.
Quick Strike Ranks: 1 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.
Quick Draw Once 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.
Codebreaker Ranks: 1 The character removes (Setback) from any attempt to break codes or decrypt communications equal to his ranks in Codebreaker. In addition, the character decreases the difficulty of Computers or Intellect checks made to break codes or decrypt communications by one. This does not increase with additional ranks of Codebreaker.
Convincing Demeanor Ranks: 1 Remove (Setback) per rank of Convincing Demeanor from any Deception or Skulduggery check.
Sniper Shot 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).

Force Powers

Force Rating
Power
Unmatched Tradecraft
Description
Once per session as an incidental, after the player rolls the dice for a Deception check but before resolving the results, he may spend 2 Destiny Points to remove one the rolled Difficulty Dice from the pool. The results from the Difficulty Die are ignored, and the check is then resolved as normal.
Upgrade Effect
Change Skill Unmatched Tradecraft may be used with the Stealth skill instead of Deception.
Increase Number (1) The number of dice that can be removed through Unmatched Tradecraft increases by one per rank in Increase Number upgrade.
Change Skill Unmatched Tradecraft may be used with the Skulduggery skill instead of Deception.
Destiny To activate Unmatched Tradecraft, the character needs to spend only one Destiny Point instead of the normal two.
Frequency Unmatched Tradecraft can be used an additional time per game session equal to ranks in Frequency upgrade.
Increase Effect (Setback + Challenge) Unmatched Tradecraft can also be use on Setback and Challenge Dice.

Background

Alexya's real parents would never be known. She was rescued by Mistryl, there on another contract, from a Zygerrian slaver facility when she was just an infant. The slavers kept no records, so there was no chance of finding her family. Knowing she would not possess the genetic advantages of most she was placed with a family not known as warriors. Her father, Arin, is a gifted engineer/weaponsmith and her mother, Genna, is a respected educator/scholar. Only her older sister, Lillee, works with the Shadow Guard and then as a brilliant slicer, not a combatant. The name Alexya came from some of the other slaves. It is not known if that was truly her given name or merely something the captives made up, but the D'Racen family chose to keep it.

Surprisingly enough, the young child quickly developed into an athletic specimen, besting those daughters from more accomplished, "well-bred" families. It was there, that an older Shadow Guard named Carena Shelani took an interest in Alexya and began to train the young girl towards becoming one of the elites.

****

Several years passed and a teen-aged Alexya was one of the best young operatives in the Shadow Guard, with a near perfect record. The first blemish came when she abandoned her responsibility to see to the release of some girls bound for a Hutt's harem. Carena scolded her, but Alexya was unmoved, especially since she'd still been able to fulfill her duties and complete the mission. She understood why a strict adherence to contracts was important and necessary for the survival of her adopted people,but couldn't abide people being sold into slavery.

And then it happened again with a group of Kaminoans headed for an Outer Rim crime lord who was trying to bring back cloning. And again with a group of Zabrak, destined for underground gladiatorial fighting pits for the amuse of the rich. And again with Wookies bound for the mines of Kessel. Each time, the mission had been a success, often because of Alexya's abilities, but her deviations could not be ignored.

Everyone from her parents to Carena to Alexya realized that her future was not with the Mistryl. The anger over sentients being denied their freedoms ate at her and it started from the top down with The Empire. Lillee, as part of her duties had occasionally been in contact with members of the Alliance including a Bothan slicer of great skill. It was through him that she joined the Rebellion, eventually making her way to SFL.

Motivation

**Motivation:** Freedom - All sentient beings must have the opportunity to make their own decisions. For good or for ill, and the right to face the consequences or receive the just rewards For their actions. The character seeks freedom for the enslaved and oppressed, and fights against organizations that promote slavery or subjugate their people – whether the Empire, the Hutts or other slavers.

Duties

(1005) Intelligence: The PC knows that every victory hinges on knowing as much about the Empire's military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. He not only wants to know what the Imperial military factions are up to, but also the state of technological research, economic policies, and other aspects of Imperial strength.

Description

Alexya is of slightly above average height (~ 5'8"/1.7m) and of slim, but athletic build making it easy for her to be underestimated by foes. However, there is a substantial amount of defined muscle on that relatively slight frame.

Typically she is fairly impassive and inscrutable. She is however well practiced at maintaining a facade over a long period of time. On missions she can spend hours as someone flighty and bubbly, only to flip to serious and studious as required.

She tends not to go with serious disguises unless needed. The only thing she will often change is her hair from its natural, fiery red as people tend to take great notice of it.

Other Notes

900 Legacy XP and 700 Legacy Duty from Andar

25 XP, 15 Duty, 24 hours and 1000+3500 credits from Operation Intellectual Property
20 XP, 15 Duty, 24 hours and 1000 credits from Operation Drop Stop
20 XP, 15 Duty, from Operation Night School (GM)
15 XP, 10 Duty, 24 hours and 1000 credits from Operation Gruuba Feud
20 XP, 15 Duty, 24 hours and 1000 credits from Operation Anti-Fowl
20 XP, 15 Duty, from Operation Crusades (GM)
20 XP, 10 Duty, 24 hours and 1000 credits from Operation Deep Strike
15 XP, 20 Duty, 24 hours and 1100 credits from Operation Long Tall Sally
New CR reached (815). 2 CR rewards TBD.
20XP, 15 Duty, 24 hours and 1100 credits from Operation Take Me Home
25XP, 20 Duty, 24 hours and 1100 credits from Operation Slaver's Paradise
20XP, 15 Duty, 12 hours and 300 credits from Operation Uninvited (GM)
25XP, 20 Duty, 24 hours and 1100 credits from Operation Kerberos
15XP, 15 Duty, 24 hours and 1200 credits from Operation Country Roads
New CR reached (900). 2 CR rewards TBD.
20XP, 20 Duty, 24 hours and 1200 credits from Operation Ghosts
144 hours traded for 15XP.
20XP, 15 Duty, 24 hours and 1200 credits from Operation Sniper on the Roof
20XP, 10 Duty, 12 hours and 300 credits from Operation Backup Singers (GM)
96 hours traded for 10XP.
20XP, 20 Duty, 24 hours and 1200 credits from Operation Within Earshot
20XP, 10 Duty, 12 hours and 300 credits from Operation Antiquity (GM)
20XP, 10 Duty, 24 hours and 1200 credits from Operation Carnivora
20XP, 25 Duty (w/ Mission Report), 24 hours and 1300 credits from Operation Dehn Dehn Dehhhnnn

Return to Top