Mirso'dire'noasum (Odiren) by Ezra

Species
Chiss
Career
Engineer
Specializations
Mechanic, Recruit, Rigger, Modder
System
Age of Rebellion

7
Threshold 28
Current 0
Threshold 16
Current 0
Ranged 1
Melee 1

Characteristics

2
3
6
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 4
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 4
Cool (Pr) 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) 0
Mechanics (Int) X 5
Medicine (Int) 0
Negotiation (Pr) 5
Perception (Cun) X 4
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) X 5
Resilience (Br) X 3
Skulduggery (Cun) X 3
Stealth (Ag) 0
Streetwise (Cun) X 3
Survival (Cun) X 0
Vigilance (Will) X 3
Brawl (Br) X 0
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) X 4
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) X 2
Knowledge: Education (Int) X 3
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 2
Knowledge: Underworld (Int) X 3
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Multi Goo Gun
Range
Short
Skill
Ranged: Light
Ensnare 4, Disorient 3, Burn 2, Accurate, Knockdown,
Damage
5
Critical
-

0
2000
13

Weapons & Armor

SOROSUUB P·14 HAZARDOUS INDUSTRY SUIT (6,3) (Breath Mask, adds 2 boost dice to Resilience checks to resist heat. cold. radiation. and other hostile environmental conditions, ignores the effects of Burn or Disorient item qualities. When the wearer suffers strain in order to take an extra maneuver, he suffers 1 additional strain.)
(Integrated Ascension Gear, Superior)

Multi-Goo Gun (2,2) (Pressurized Gas Cartridge) (Custom Grip- Remove a penalty die from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds 2 penalty die to all combat checks made using it, Accurate 1)

Personal Gear

Surveyor's Gear, Load-Bearing Gear, Utility Belt,
Multi-Goo Gun (adv on Mechanics checks to repair droids, vehicles or starships)
Rivet Gun (reduces the difficulty of Mechanics checks to repair Critical Hits on vehicles and starships by 1 (to a minimum of Simple[-]).
Welding Rod (success to Mechanics checks to repair droids, vehicles, and starships)
Hand Grinder (adv to crafting checks that involve shaping large pieces of hardened material.)

Assets & Resources

Personalized Tool Kit

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Infravision Enter the Unknown 21 Chiss have adapted to be able to see in both the infrared and normal visual spectra. This enables Chiss characters to remove up to 1 penalty die added to checks by lighting conditions.
Gearhead 6 Age of Rebellion 148 The character removes a penalty die per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50 % (this does not increase with additional ranks of Gearhead).
Toughened 8 Age of Rebellion 158 The character increases his wound threshold by two per rank of Toughened.
Fine Tuning 2 Age of Rebellion 147 Whenever the character repairs system strain on a starship or vehicle, he repairs one additional system strain per rank of Fine Tuning.
Solid Repairs 4 Age of Rebellion 156 Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs.
Redundant Systems Age of Rebellion 154 Once per game session, the character can take a Redundant Systems action to make a Easy Mechanics check. If successful, the character may harvest components from a functioning device to repair a broken one, without breaking the functioning device. This allows the character to repair a broken device without having required spare parts, raw materials, or repair kits (the initial check does not suffer penalties for lacking repair kits, either). This only works, however, if the functioning device is at least the same size and technological level as the device being repaired (it's impossible to repair a starship with a blaster pistol).
Grit 4 Age of Rebellion 148 Each rank of Grit increases a character's strain threshold by one.
Enduring 1 Age of Rebellion 146 The character gains + 1 soak value per rank of Enduring
Bad Motivator Age of Rebellion 142 Once per game session, the character may take a Bad Motivator action to make a Hard Mechanics check. If successful, one device (subject to the GM's approval) spontaneously fails due to the character's involvement, or because it was about to fail anyway and the character noticed it (this is the character's decision).
Contraption Age of Rebellion 144 Once per game session, the character can take a Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process, a triumph may be spent to allow the tools to be recovered to be reused later.
Hard Headed 1 Age of Rebellion 148 On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred from performing actions when staggered). He makes a Daunting Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy
Natural Tinkerer Age of Rebellion 153 Once per game session, the character may reroll any one Mechanics check.
Hold Together Age of Rebellion 149 The character may spend one Destiny Point to make a Hold Together incidental immediately after a vehicle or starship he has repaired this encounter takes damage resulting in hull trauma. The character explains why the apparently serious damage was in fact superficial, and the damage from the attack becomes system strain instead.
Dedication (Int 1) (Agi 1) (Pre 1) Age of Rebellion 145 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Improved Hard Headed Age of Rebellion 148 The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold. On his next turn after being incapacitated, he may make a Formidable Discipline check as his Hard Headed action (this action can specifically be performed even though he is normally barred from performing actions). If he succeeds, decrease his strain to one below his strain threshold. The difficulty of this check decreases by one per rank of Hard Headed, to a minimum of Easy
Second Wind 3 Age of Rebellion 155 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Outdoorsman 1 Age of Rebellion 154 The character removes a penalty die per rank of Outdoorsman from his checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50 % (this does not decrease with additional ranks of Outdoorsman).
Tactical Combat Training Age of Rebellion 158 Melee and Ranged (Heavy) become career skills.
Vehicle Combat Training Age of Rebellion 159 Gunnery and Piloting (Planetary) become career skills.
Well-Traveled Age of Rebellion 159 Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.
Quick-Draw Age of Rebellion 154 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.
Spare Clip Age of Rebellion 157 The character does not run out of ammo on a despair . Items with Limited Ammo quality run out of ammo as normal.
Jump Up Age of Rebellion 150 Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental.
Creative Killer Age of Rebellion 145 The character reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1).
Dynamic Fire Age of Rebellion 146 When making a ranged attack while engaged with an opponent, the character may suffer 2 strain to reduce the ranged modifier added for being engaged by 1 for the attack. So, when firing a Ranged (Heavy) weapon, the character only increases the difficulty by 1 when engaged, and when firing a Ranged (Light) weapon, he doesn't increase the difficulty at all.
Black Market Contacts 2 Edge of the Empire 132 When looking to purchase illegal, exotic, or black market goods, the character may decrease an item’s rarity by one level per rank in Black Market Contacts. For each level an item’s rarity is decreased, its cost increases by 50% of its base cost.
Larger Project 2 Stay on Target 32 The character can choose a Signature Vehicle with a silhouette value 1 higher than normal per rank of Larger Project.
Fancy Paint Job Stay on Target 32 The character can upgrade the ability of all of his Charm, Deception, and Negotiation checks made in the presence of his Signature Vehicle once.
Signature Vehicle Stay on Target 33 The character chooses one starship or vehicle with a silhouette of 3 or lower that he owns. This starship or vehicle is the character's "Signature Vehicle." He upgrades the ability of all Mechanics checks made to work on the vehicle once. If the starship or vehicle is ever lost or destroyed, the character may apply Signature Vehicle to a new starship or vehicle that meets the requirements. The process of modifying and acclimating to the new vehicle may take some time at the GM's discretion. No two characters can have the same vehicle as their Signature Vehicle.
Tuned Maneuvering Thrusters 2 Stay on Target 33 The character increases the handling of his Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.
Bolstered Armor 1 Stay on Target 32 The character increases the armor value of his Signature Vehicle by 1 per rank of Bolstered Armor.
Customized Cooling Unit 1 Stay on Target 32 The character increases the system strain threshold of his Signature Vehicle by 2 per rank of Customized Cooling Unit.
Fortified Vacuum Sealed 1 Stay on Target 32 The character increases the hull trauma threshold of his Signature Vehicle by 1 per rank of Fortified Vacuum Seal.
Not Today Stay on Target 33 Once per session, if the character's Signature Vehicle would be destroyed, the character may spend a Destiny Point to save it. If it would be destroyed by a Critical Hit, the Critical Hit is still suffered, but the effect is ignored. If it would be destroyed by some other event, the details of how the starship or vehicle survives the near-destruction are up to the player and the CM.
Reinforced Frame Stay on Target 33 The character add the Massive 1 rule to his Signature Vehicle (when making an attack targeting the starship or vehicle, the Critical rating of any weapon used counts as 1 higher).
Tinkerer 3 Age of Rebellion 158 The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one.
Resolve 2 Age of Rebellion 155 When the character suffers strain, he suffers one less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss.
Know Somebody 1 Age of Rebellion 150 Once per game session, when attempting to purchase a legally available item, the character may reduce its rarity by one step per rank of Know Somebody.
Resourceful Refit Special Modification 35 Instead of removing an attachment to make room for a new one (see Removing Attachments on page 93). the character may upgrade an old attachment into a new one. He can take the Resourceful Refit action by choosing an existing attachment installed in one of his items, starships, or vehicles and making an Average Mechanics check. If he succeeds. he may destroy the chosen attachment and reduce the price of the next attachment he purchases and installs in that item by Lhe price of the attachment he desLroyed (to a minimum of O credits). (He must still acquire the new attachment. with an appropriate check based on its rarity, his location, and other relevant factors, as described on page 150 of the EDGE OF THE EMPIRE Core Rule book.)
Jury Rigged 2 Age of Rebellion 150 The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Hidden Storage 1 Age of Rebellion 148 Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to hold a total encumbrance value of items more than the character's ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids TALENTS A C E O F REBELLIO N can only hold items equivalent in size to a one-handed weapon, whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable difficulty.
Custom Loadout Special Modifications 34 The character increases the hard points of his Signature Vehicle by two.

Background

Obomel's Twin

Motivation

Duties

Serves Orri

Description

Other Notes

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