Stun Setting, When a character uses a single maneuver with a Lucky Blaster to Aim, they gain 2 Boost on their next combat check. This can only occur once per round, and the PC may not use their second maneuver to aim again. (UP pg 47)
Damage
5
Critical
4
0
205
15
8/15
Weapons & Armor
350 ancient sword
400 lucky blaster
-When a character uses a single maneuver with a Lucky Blaster to Aim, they gain 2 Boost on their next combat check. This can only occur once per round, and the PC may not use their second maneuver to aim again. (UP pg 47)
1000 armored clothing
- An Average Perception check detects that a person's clothing is plated. (EotE pg. 169)
150 concealing robes
-concealing robes add 1 Setback to checks to notice or recognize the wearer (FaD pg. 179)
Personal Gear
60 Military pack +6 enc
25 comlink
Datapad 75
Utility belt 25 +1enc
Assets & Resources
700 great lightsaber hilt
Hilt masking kit 200 (stun baton)
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Parry
2
FaD pg.70
When hit by a melee attack. suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Grit
2
FaD pg.70 & DoH pg.23
Gain +1 Strain Threshold
Nobody's Fool
2
FaD pg.70 & DoH pg.23
The difficulty of any Charm, Coercion, and Deception checks against the character is upgraded once for each rank of Nobody's Fool
Niman Technique
1
FaD pg.70
(Force Talent). When making a Lightsaber skill check, the character may use Willpower instead of brawn
Defensive Training
1
FaD pg.70
When the character wields a lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has).
Sense Emotion
1
DoH pg.23
(Force Talent). The character adds 1 Boost to all Charm, Coercion and Deception checks unless the target is immune to Force powers
Toughened
1
DoH pg.23
Gain +2 Wound Threshold
Congenial
1
DoH pg.23
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to strain suffered. This number cannot be exceeded his ranks in Congenial. When the character is the target of a Charm or Negotiation check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to strain suffered. This number cannot be exceeded his ranks in Congenial
Natural Hypnosis:
1
CSG
Receive 2 ranks in the talent “Distracting Behavior.
Distracting Behavior
2
CSG/FH pg.32-33
The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer 1 threat on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior. The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics.
Flight
1
CSG
Can move on the vertical axis and ignore any penalties for terrain.
Natural Radiance
1
CSG
Always count as having an active glow-rod. Add up to 4 setbacks on Stealth checks made in darkness.
Space Dwellers
1
CSG
Do not take wound or strain damage due to vacuum, unbreathable atmosphere, or abnormal air pressure. When in space for long periods of time, make an easy Resilience check. For every success, may spend 1 week in space without penalty. After this span, suffer 1 wound per day.
Force Powers
Force Rating
1
Power
move
Description
The Force User may move small objects via the power of the Force.
The user may spend force points to move one object of Silhouette 0 that is within short range up to his maximum range. Default maximum range is short range (May not be activated multiple times)
Upgrade
Effect
Strength
Spend Force Points to increase Silhouette able to be targeted equal to Strength upgrades purchased
Background
Fae spent much of his early life traveling back and forth from Milius prime to Iego with the rest of his species. He had a habit of mingling with the population of stranded spacers on Iego and through them became fascinated with the greater galaxy and what wonders it holds. When the CIS invaded Milius Prime, Fae bolted out into open space. Not too far out of the system, Fae encountered a Jedi ExplorCorps scout ship that’d just come out of hyperspace. He frantically waved his hands at the vessel to try and get it to turn back and luckily was allowed aboard the ship by the jedi onboard who were able to resist his natural hypnotic effect. He explained the invasion to the crew and the danger the ship would be in should they come any closer to Iego, either from the CIS or his own people. The crew of the scout ship reluctantly agreed but on the condition that Fae came with them so they wouldn’t leave empty handed, to which he eagerly agreed. The scout ship took him to a jedi praxeum ship, named Kaleth, over Ord Adinorr to be studied, and while there, he insisted on being allowed to learn from the researchers. The jedi were at first reluctant but some agreed to pass off knowledge to him, sensing his force sensitivity. It was a common argument aboard the ship of whether or not they should turn Fae over to the jedi temple so he could potentially become a padawan. They eventually decided not to, not willing to risk losing the only “angel” they’ve ever seen to the ensuing clone wars without getting to thoroughly study him and worked to train Fae themselves. Fae especially took to combat and diplomacy training in his time on the praxeum though his stay would be interrupted by the end of the Clone Wars. Antarian rangers boarded the praxeum ship and insisted it be abandoned or flown into the unknown regions lest it be destroyed by the newly formed empire as a part of order 66. Rather than scattering, crew of the praxeum ship fled into the outer rim, searching for planets where they could lay low. After a short while the ship landed of Abyssissa and the Praxeum sent out small contingents of rangers to collect supplies and find allies that could aid them should the need arise, some secretly even hoping that increasing their numbers could eventually put them into a position for a counter offensive against the empire. Fae, eager to help in any way he could, volunteered to help in any way he could and was assigned to basic supply small runs to Tatooine, taking advantage of his ability to travel in space without a ship. Wherever he went on Tatooine he’d negotiate for goods and services and diffuse mishaps that he comes across while out and about
Motivation
Help the Helpless
Morality
Compassion/Hatred
The character cares about the tribulations others face and wants to help those he comes across. his compassion may lead to self-sacrifice in order to aid those who need it.
The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that cause others to suffer. when a character's mind roils with simmering hatred, that hatred may be all too slow to fade.
Vigilante (+10)
The character has seen the wheels of justice grind up the innocent and let the guilty walk free. The character has sworn to take the law—or a version of it, at any rate—and bring justice to those who deserve it, When taking on contracts. this character tends to pursue the most hardened criminals
Description
Wears a long bright white Grecian himation woven of armorweave and fastened with a leather utility belt. Underneath the himation he wears compression shorts with a cloth wrapped chest binding. On his arms and shins he wears cloth wraps and, along with his chest binding, has armor plate lamina woven in. Over his outfit he wears a sand brown hooded robe that covers most of his glowing features including his wings.
His physical appearance varies depending on who’s looking at him, but a few traits are unique to him. He stands at 9’10'' and cuts a very thin and lithe frame, weighing just over 260lbs. His skin is metallic and golden with layered wavy patterns like wood grain that glows brightly. On his back are 3 pairs of very large wings, all brightly colored and glowing with a generally broad blade shape and with long wing tails on the bottom pair. His eyes don’t have pupils and are a glittering silver color. His face is soft and neutral in features, lending to his overall androgynous appearance, and his ears are sharply pointed. His hair is a mane of silver braids decorated with colorful beads and lead down to his lower back.
Other Notes
“Flight in EDGE OF THE EMPIRE is handled in two different ways. Vehicles and starships that fly use the rules found in Chapter VII to handle their flight. Some pieces of equipment allow individuals to mimic their flight and use these rules as well. However, some creatures or individuals can fly, but not at the same speeds as vehicles or mechanical devices such as jump packs. In these cases, these creatures or individuals simply move from one place to the other by flying, but still use the rules presented in this chapter for situations such as combat. Their flight is handled mostly narratively, with a common-sense approach. For example, a flying creature could easily fly over difficult or impassable terrain, or fly over water without having to swim through it. It could cover vertical distances in the same way that individuals in this game cover horizontal ones. However, there are some points to keep in mind concerning flying creatures. Creatures that can hover (such as insects orToydarians, for example) rely on swiftly moving wings, bags of lighter-than-air gas, or other systems to move while staying above the ground. These simply move in the same manner as other creatures, with the following exceptions. Hovering creatures ignore difficult or impassable terrain as long as they can reasonably stay above it, and ignore the penalties for moving through water. They generally have to stay relatively close to the ground (within Medium range), unless noted otherwise. Creatures that can fly (such as most birds or mynocks) use aerodynamic principles such as lift to stay aloft. These follow all the same rules about terrain as creatures that hover. However, they have to maintain at least some speed to stay aloft, and thus while flying must spend one maneuver every turn to move (they can actually change position, or just circle or wheel in place and effectively remain where they are). Most flying creatures can move faster than hovering or ground creatures, and could move from long range to short range using a single maneuver” (EotE pg. 202)