Ozyly'en'nordani “Lyenn” by JabuLani

Species
Chiss
Career
Colonist
Specializations
Marshal, Doctor
System
Edge of the Empire

5
Threshold 16
Current 0
Threshold 15
Current 0
Ranged 4
Melee 2

Placeholder Image

Characteristics

2
2
4
2
3
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0 R3-30: YYG
Athletics (Br) 1
Charm (Pr) X 1 GOOD COP: Use 2 advtg rolls to UPGRADE ally check.
Coercion (Will) X 1 BAD COP: Use 2 advtg rolls to UPGRADE ally check.
Computers (Int) 1 R3-30: YYG
Cool (Pr) X 1 R3-30: YG
Coordination (Ag) 1
Deception (Cun) X 2 BAD COP: Use 2 advtg rolls to UPGRADE ally check.
Discipline (Will) 0
Leadership (Pr) X 1
Mechanics (Int) 0 R3-30: YY
Medicine (Int) X 2 SURGEON: +3 extra wound heals. 911 med pack: No penalty med checks.
Negotiation (Pr) X 1 GOOD COP: Use 2 advtg rolls to UPGRADE ally check.
Perception (Cun) 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0 R3-30: YG
Resilience (Br) X 1
Skulduggery (Cun) 1 Optical Camo mod (armor): Take 2 strain to decrease check by 1.
Stealth (Ag) 3 Optical Camo mod (armor): +1 rank. Upgrade 2 dice for every Stealth check. Take 2 strain to decrease check by 1.
Streetwise (Cun) X 1 STREET SMARTS: -black die per rank.
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Int) 0
Melee (Br) 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 2
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 0 STREET SMARTS: -black die per rank.
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Vibroknife
Range
Engaged
Skill
Melee
PIERCE 4, VICIOUS 2
Damage
+1
Critical
1
X-30 Lancer (+2 BLUE DICE, -1 BLACK DIE)
Range
Long
Skill
Ranged: Light
ACCURATE 2, PIERCE 4, Remove 1 black die from all combat checks (from blaster actuating mod). One less difficulty for LONG/EXTREME range. Anyone else +2 black dice to all combat checks using it.
Damage
8
Critical
4
Stun grenade
Range
Short
Skill
Ranged: Light
Disorient 3, Stun damage, Blast 8, Limited ammo x1
Damage
8
Critical
Ionization Blaster
Range
Short
Skill
Ranged: Light
Disorient 5, Ion
Damage
10*
Critical
5
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Limited Ammo 1
Damage
8
Critical
4
Blade Breaker
Range
Engaged
Skill
Melee
Defensive 2, Pierce 1, Sunder
Damage
0+
Critical
4
Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
2
Lightning 22 Ion Grenade
Range
Short
Skill
Ranged: Light
Blast 7, Disorient 5, Ion, Limited Ammo 1
Damage
10
Critical
5
Slugthower pistol
Range
Short
Skill
Ranged: Light
Damage
4
Critical
5

10
310
9354
9/14

Weapons & Armor

Armor:
-Personal Deflector Shield D2 E-3
*Verpine Fiber Ulramesh Armor +mod: optical camo system. S1 (E-3, worn=0) HP2/2. +2D when powered on.

Weapons:
*X-30 Lancer light pistol + mods:
custom grip, blaster actuation module, telescope. E-2 HP3/3

Given to Skol:
Slugthrower pistol
Spacesuit

Personal Gear

Military Belt Pouch E0: holds 2 E0 items as incidentals.
-Stim pack x1 E0 USED
-Synthetic Standard Anesthetic x1 E0

*Concealment holster E0: (currently holding X-30 pistol)

*Audio-visual translator E-1
*Tracker goggles E0
Field goggles E0
Commlink (Handheld) E0

[[Mini Med Droid x2]]

*Emergency Med Pac E-1
Respirator E-1

Stimpack x5 E0
*Synthetic Standard Anesthetic x1 E0

Canteen E-1
Field ration x1 E0
Ration pack x1 E0 (single-use)
*Camo paint E0
Fire paste x2 E0
Tiny specimen container E0
Brekesite gem E0

Military Pack E+6
Utility Belt E+1

Assets & Resources

(R3-30 carrying)
Slicer Gear E-2
General Purpose Scanner E-2
Lightsaber E-1
Brekesite replica E0
Small jar with creature E-1

(on ship)
-Blade Breaker E-1 HP1
-Thermal Cloak E-2
-Disguise Kit E-2
-Green crystal E-1
-M300 blaster rifle E-4

-Armored Clothing D1 S1 (E-3, worn=0) HP1/1 *Custom Fit mod.
*Vibroknife+ mods: serrated edge, mono molecular edge. E-1 HP2/2
*E-binoculars E-1
*Extra reload E-1

?False security credentials (R) x3

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 2 +2 Wound threshold
Grit 2 +1 Strain threshold (per rank)
Infravision Remove up to "black dice" added to checks by lighting conditions.
Good Cop 1 Spend "2 advantages" from a Charm or Negotiation check to UPGRADE ability of an ally's subsequent social check against the same target a number of times equal to ranks in Good Cop.
Street Smarts 1 Remove "black die" per rank of Street Smarts from all Streetwise or Knowledge (Underworld) checks.
Surgeon 3 Heal 1 extra Wound to target (per rank + per mini med droid). =1 rank +2 MMD
Bacta Specialist 1 Recover 1 addtl wound per rank when recovering from bacta tank/LTC.
Bad Cop 1 Spend "2 advantages" from a Coercion or Deception check to UPGRADE ability of an ally's subsequent social check against the same target a number of times equal to ranks in Bad Cop.

Background

Socioeconomic Background: Middle Class Struggles
Background: A Higher Calling

Lyenn was born to a family with humble beginnings and raised by her father. She excelled at the military academies of the Ascendancy, and is described by her mentors as cautious, but highly intuitive and laser-focused.

Motivation

-Creation (colonist): Understanding
-Cause (core): Overthrow the Empire

Obligations

(Obligation value for team of 3 PCs: 15)

Description

Lyenn doesn’t shout orders, she doesn’t need to. Her presence demands attention and respect, like the quiet intensity of a bright flame.

Other Notes

*Equipment SPECIALS (alphabetical):
-Audio/Visual Translator: Translates millions of known verbal/written communication in real time. Has high-def audio/video recording with pattern/analysis software. ADD 1 "BLUE DIE" to LORE OR INTELLECT checks made to decipher/translate UNKNOWN language.
-Blaster Actuation Module (weapon MOD, maxed): +2 pierce, +3 damage, (+ 1 black die, canceled by custom grip)
-Camo paint: Add "1 failure" to all checks made to detect concealed item (silhouette 1 or less)
-Camouflage Netting: adds automatic "2 fail" to all checks made to detect items concealed by it. One roll of netting can conceal one object up to silhouette 2.
-Concealment Holster: Add “1 black die” to Perception checks to discover presence of concealed (range light or holdout blaster) weapon.
-Custom Grip (weapon MOD, maxed)1: Remove 1 black die from all combat checks. Anyone else +2 black dice to all combat checks using it.
-E-binoculars: May remove up to "1 black die" imposed due to long range/poor light (too bright/dark). Informational overlays provide distances, elevations, and velocities of targets. Magnifies targets up to 10km away.
-Emergency Med Pack: Allows character to attempt to heal others using Medicine checks without penalty.
-Extra Reload: Ignore an "out of ammo/Despair" with a ranged weapon. May use a maneuver to reload weapon and resume battle.
-Mini Med Droid: +1 rank surgeon per droid.
-Mono-molecular edge (weapon MOD, maxed): -1 crit damage, +2 PIERCE
-Optical Camouflage System (armor MOD, maxed): Upgrade 2 dice for Stealth checks; Once per round, take 2 strain to decrease STEALTH or SKULDUGGERY check; Add 1 rank Stealth.
-Serrated Edge (weapon MOD): +1 VICIOUS
-Synthetic Std Anesthetic: Poison via aerosol,ingestion, or injection (via an applicator or dart). Inflicts 5 Strain. If target rolls "1-2 disadvantages" they lose 1 Maneuver next turn. If 3 or more, they are Staggered next turn, and GM can spend "1 despair" to make target test against the poison again next round as poison remains in target's system.
-Telescopic Optical Sight: Remove 1 difficulty for LONG and EXTREME range attacks.
-Tracker's Goggles: Grant "1 blue die" to Perception checks to locate target by sight. Remove "2 black dice" imposed due to concealment/darkness/fog/mist from Ranged (Light or Heavy) Combat checks.
-Verpine fiber ultra mesh armor: +2 Defense when suit powered on.

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