Cadena Ralvem by P47Thunderbolt

Species
Dathomirian
Career
Hired Gun
Specializations
Marauder, Nightsister
System
Edge of the Empire

5
Threshold 16
Current 0
Threshold 14
Current 0
Ranged 2
Melee 3

Characteristics

4
2
2
2
3
2

Skills

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

Attacks

Duskblade (no Ichor Blade)
Range
Engaged
Skill
Melee
Pierce 2, Superior
Damage
+3
Critical
2
Duskblade (Ichor Blade [Improved])
Range
Engaged
Skill
Melee
Cortosis, Defensive 1, Pierce 2, Sunder, Superior
Damage
+5
Critical
1

0
260
3500
1/3 of 9

Weapons & Armor

Verpine Fiber Ultramesh Armor (Soak +1, Defense 0. As a Maneuver, the character may power up or power down the armor. While the armor is powered up, the wearer gains +2 Defense. However, any character may spend 2 Advantage or a Triumph from a combat check against the character to cause it to run out of power; the armor becomes powered down and cannot be powered up until the end of the encounter.)
Duskblade (1/1: Mono-Molecular Edge)

Personal Gear

Scanner Goggles (see normally in dark conditions)
Climbing Gear

Protective Amulet:
+1 Setback to attempts to determine its true function, user heals 1 Strain after using the talisman.

Assets & Resources

Critical Injuries & Conditions

User may ignore environment effects such as fire, acid and corrosive atmospheres. Always act as if in a standard gravity field and breathe normally underwater and in a vacuum. Burn quality cannot be activated against user.

Talents

Name Rank Book & Page Description
Outdoorsman 1 EotE CRB 141 The character removes a Setback per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Toughened [Marauder] 1 EotE CRB 145 Increase WT by 2 per rank of Toughened.
Heroic Fortitude [Marauder] EotE CRB 137 The character may spend one Destiny Point to ignore the effects of Critical Injuries on any Brawn or Agility related checks until the end of the encounter. He still suffers from the injury itself.
Survivor's Instincts [Nightsister] CotR 44 Once per session after the character suffers a Critical Injury but before the result is rolled, she may spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply to their character.
Ichor Transfusion [Nightsister] CotR 40 Once per encounter, the character may perform the Ichor Transfusion maneuver. The character may heal any number of their current wounds by suffering that number of strain +1. The character may instead heal any number of current strain by suffering that number of wounds +1.
Feral Strength [Marauder] 2 EotE CRB 135 The character deals +1 damage to one hit on all successful Brawl and Melee checks per rank of Feral Strength.
Frenzied Attack [Marauder] 1 EotE CRB 135 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of her combat check by that number. The number cannot exceed her ranks in Frenzied Attack.
Summon Item [Nightsister] CotR 44 When the character purchases this talent, choose one item (Duskblade) they own of encumbrance 4 or less. As a maneuver, the character can summon this item to their hand or dismiss it from their hand back to the depths of Dathomir, regardless of the character's location. Once per session, the character can spend one hour to ceremonially prepare a different item to be summoned. The character can have only one item prepared in this way at a time.
Ichor Blade [Nightsister] CotR 40 When the character purchases this talent, choose one Melee or Brawl weapon (Duskblade) she possesses that does not feature electronic or other high-tech parts. (For example, they could choose a sword or staff, but not a vibroknife or electrostaff.) The weapon gains the Cortosis and Pierce 2 item qualities and reduces its critical rating by 1 to a minimum of 1. In addition, any other character adds a Setback to checks they make to use this weapon. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon. If the weapon leaves the character's possession for longer than a single scene or encounter, it loses all effects of this talent until the character reacquires it.
Ichor Blade (Improved) [Nightsister] CotR 40 The weapon affected by the character's Ichor Blade talent (Duskblade) also gains the Sunder and Defensive 1 item qualities, and increases its damage by 2.
Witchcraft [Nightsister] CotR 44 The character gains a Force rating 1. If the character already has a Force rating of 1 or higher, there is no effect.

Force Powers

Force Rating
1
Power
Endure
Description
When the character suffers a critical injury with a severity no greater than Easy, the character may activate Endure as an out-of-turn incidental and commit a Force die to temporarily ignore the effects of that injury. The character does not apply any results from the critical injury or add +10 to further rolls on the Critical Injury Result table while the Force die remains committed. When this ongoing effect ends, the character suffers all effects of the critical injury (unless it has been treated).
Upgrade Effect
Control The character can commit one additional Force die to temporarily ignore one additional Critical Injury per Control upgrade purchased.
Strength (2) Increase the severity of Critical Injury that can be affected by 1 per Strength upgrade purchased.

Background

Cadena's mother is the clan's healer, but Cadena choose a different path. She was always an aggressive child, becoming increasingly combative as she grew older. However, she was never especially volatile. She was very quiet and reserved, rarely expressing anything. Passive resistance was more her method of choice.

She was four when her sister, Sienna, was born, and as they grew up they struggled to get along. Sienna was eager to please her older sister, but her efforts tended to merely irritate Cadena and her bubbly, emotional personality rubbed her older sister the wrong way, leading to confrontation, sometimes physical. Cadena also despised her younger sister's comparative physical weakness and how easily she could be hurt.
From the time when Cadena was 10 to when she was 16, she tended to avoid her younger sister as much as possible, preferring not to interact with her at all.

Cadena lacked interest in her mother's style of healing, instead turning those abilities inward in a more passive way. Rather than focusing on reaching out and mending, she instead focused on not needing mending. She used the power to lend strength to her body and to shut off pain, enabling her to endure anything.
Part of this was driven by her dislike of her younger sister and desire to separate herself off by following a completely different set of disciplines.
She would frequently push her body to its limits, inflicting excruciating pain on herself in order to test and strengthen her abilities.
When she was sixteen, one of her experiments nearly killed her. She hurt herself more badly than she could resist and had put herself in a situation where she could not call for help and where no one would happen across her. Further, given her propensity to disappear for hours at a time, no one would go looking for her.
However, Sienna had secretly been tracking her sister using the methods taught to her by one of the clan's hunters, watching over her sister to make sure she didn't actually hurt herself. Realizing Cadena was actually seriously hurt, she moved in to help and was able to start healing the wound, stemming the flow of blood. In concert with Cadena's ability to shut off pain, they were able to return to their home in a village at the base of Singing Mountain. Their mother healed Cadena's injuries, but forbade the elder daughter from going on her "experiments" outside the village without Sienna present.

Cadena rankled against this limitation, and for a time ceased to go out entirely. However, she had gained much more respect for her sister and their relationship began to heal.

Instead of her "experiments," Cadena focused on learning how to imbue a weapon, learning the alchemical methods from her mother. She soon acquired an excellent blade from the weaponsmith, and began to work on preparing it to her specifications.
After a couple years training with the blade and perfecting her alchemical technique, she decided to head out again, joining her younger sister on her expeditions. On one of these expeditions, Sienna got the Baz nitch-brained idea to tell the others that she had subdued a rancor with her powers. When Cadena asked why, she received the response that "It'd be funny!" She agreed to go along with it, but she was rather skeptical of Sienna's decision to keep the veracity of the story unresolved.

She continued to train, and is now confident and calmly satisfied as they are about to depart on what will be her first offworld mission.

Cadena is still very stoic, does not like needing help, and will often refuse to admit when she does. However, she is more open to others than she used to be and is more capable of working on a team.
Despite appearances, she does care about her friends and allies and will defend them to the death, if necessary.
She uses the Force to enhance her already significant strength on a passive basis.

Motivation

Relationship: Clan
Cadena wants the Singing Mountain clan to thrive, and will do what it takes to ensure this comes to pass.

Conflict: Violent Conquest
Cadena desires the opportunity to showcase her abilities, proving her capabilities and tenacity by besting worthy opponents in combat, and relishes the thrill of victory.

Obligations

Conflict:
Morality: 50 (+10XP)
Emotional Strength/Weakness:
Determination/Stubbornness: Cadena never gives up. Unfortunately, this also means that she can be too stubborn in her approach, repeatedly ramming her head into the offending obstacle rather than taking a step back, reevaluating, and taking a different approach.

Description

Age: 22
Height: 5'9
Build: Heavy, Muscular
Hair: White, cut very short
Eyes: Silver
Notable features: Black facial tattoos
Brown, sleeveless jacket over the ultramesh, prioritizing greater freedom of movement for her arms.
She wears the protective amulet from Sienna as a necklace, worn under her ultramesh where it can't easily be grabbed off of her neck.

Other Notes

XP:
Characteristics:
Brawn (4) 70XP
Willpower (3) 30XP
Total: 100XP
Species Bonus:
Coercion, Survival
Career Skills:
Athletics, Discipline, Resilience, Melee
Spec Skills:
Resilience, Melee
Skills:
Melee (3) 15XP (15)
Discipline (2) 10XP (10)
Total: 25XP
Talents:
Marauder (starting spec):
Toughened (A1) 5XP
Frenzied Attack (A2) 5XP
Feral Strength (A3) 5XP
Feral Strength (2) (B1) 10XP
Heroic Fortitude (B3) 10XP
Total: 35XP
Nightsister (free spec):
Witchcraft (A1) (free)
Summon Item (A2) 5XP
Ichor Blade (B2) 10XP
Ichor Blade (Improved) (C2) 15XP
Ichor Transfusion (D2) 20XP
Survivor's Instincts (D3) 20XP
Total: 70XP
Force Powers:
Endure (10XP):
Strength 5XP
Control 5XP
Strength (2) 10XP
Total: 30XP
Grand Total: 260XP

Credits:
Starting credits: 9,500
-3,000 (Verpine Fiber Ultramesh Armor)
-1,800 (Duskblade)
-1,000 (Mono-Molecular Edge)
-150 (Scanner Goggles)
-50 (Climbing Gear)
=3,500

Encumbrance:
Verpine Fiber Ultramesh Armor (3-3=0)
Duskblade (0/2)
Climbing Gear (1)
Protective Amulet (0)
Scanner Goggles (0)
Total: 1 or 3 of 9.

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