Rin by TRickster

Species
Pantoran
Career
Sentinel
Specializations
Artisan, Shadow, Shien Expert.
System
Force and Destiny

4
Threshold 14
Current 0
Threshold 15
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
5
3
4
3

Skills

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

Attacks

Merr-Sonn Model 80 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Damage
6
Critical
2
Correllian Dueling Blaster
Range
Medium
Skill
Ranged: Light
Accurate 1, Pierce 1, Limited Ammo, Custom Grip: Removes set back die, Quickdraw: Draw weapon as an incidental.
Damage
10
Critical
2
Liquidsilver L7 Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun, Add 2 setback die to perception checks to notice it when stashed on a star ship.
Damage
6 dam
Critical
3 crit
Kyber Staff
Range
Engaged
Skill
Lightsaber
Superior, Linked 1, Sunder, Defensive 1, Deflective 1, Vicious 1, Cortosis, Disorient 1, Blade Drain
Damage
7
Critical
2
Rin's Lightsaber
Range
Engaged
Skill
Lightsaber
Superior, Linked, Sunder, Breach 2, Vicious 2, Defensive 1, Deflective 1, Personalized Design, Fine-Tuned Emitter, Lightweight
Damage
10
Critical
1

100
710
43750
5

Weapons & Armor

- Merr-Sonn Model 80 Blaster Pistol
- Heavy Clothing (+1 soak)
- Foul-smelling whip
- 4 wired frag grenades
- 10 doses nuerotoxin. (20 gp per dose)
- Merr-Sonn N-57 Engineer Armor (3 soak, 7 hard points) - Micro-generator that can be used to power attachments or provide emergency boost to external equipment. - Acts as a toolkit, recharge energy weapon or device that runs out of power (Power pack).
- Concealing Cloak: +1 soak, pockets
- Holster (Quick draw upgrade) - Get later??
- Thermal Detonator
- Verpine Bond Gauntlets: Verpine bond gauntlets grant their users a □ to checks made to handle volatile materials or perform delicate work. Computers and Mechanics checks to make delicate repairs and Skulduggery checks to pick locks or disable traps
- Verpine Headband: When worn, it administers small electric shocks to the sleep centers of the brain in an attempt to keep the wearer awake for extended periods of time. Not incapacitated by exceeding his strain threshold. Instead, for each strain he suffers over his threshold, he also suffers a wound, and for as long as his strain exceeds his threshold, he is disoriented.

Personal Gear

- Datapad
- Custom Tool Kit - A set of basic tools and gear for working on machines and droids. Add a blue boost die on all mechanics checks.
- backpack
- gold star package
- Medallion of the Clan
- shot-glass
- Handheld communicator
- old lady cookie
- Dueling/Utility Belt
Ornate Gafi Sticks
-Electrum Medallion (1000 credits)

Rin’s Double Bladed Lightsaber

Damage: 10, crit 1, linked, sunder, breach 2, Vicious 2, 1 Defensive, 1 Deflective, Superior Hilt (1 HP)

Reflexive Hilt (2 HP):
Base Modifier: Suffer 1 additional strain when using Parry/Reflect talents, but counts those talents as 1 rank higher.

Extended Hilt (1 hardpoint):

- Personalized Design: When the crafter makes a successful Lightsaber check with this weapon, add a Success to the results. Add a Threat to Lightsaber checks other characters make with this lightsaber (Limit 1).
- Fine-Tuned Emitter: Add an Advantage to combat checks made with this lightsaber (Limit 1).
- Lightweight 2: Reduce the encumbrance by 1 (to a minimum of Unwieldy 1).

Assets & Resources

Fixed Up 610 AV Dart Speed Bike - 4 original of hardpoints (used 2)
Boost die to charm lizard.

The Turtle Ship:
12565 credits spent not by Rin.
35k/80k
Points of Hull: 55/55
System Strain: 40/40

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Mental Tools FD 93 Always count as having the right tools for the job when performing Mechanics checks.
Solid Repairs (2) FD 93 When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per ranks of Solid Repairs.
Grit FD 93 Gain +1 strain threshold.
Inventor FD 93 When constructing new items or modifying attachments, add 1 boost die or remove 1 set back die per rank of Inventor.
Imbue Item FD 93 Take the Imbue Item maneuver, suffer 1 strain and commit 1 force die to grant 1 weapon, piece of armor, or item an improvement while the force die is committed. Suffer 1 strain for every round a force die is committed. Improvements include: Improving damage by 1, decrease cost of critical by 1 (minimum of 1), increase armors ranged or melee defense by 1, decrease items encumbrance by 2 (minimum of 1).
Force Rating 2 FD 93, FD 94 Gain a +1 Force Rating.
Intuitive Improvements FD 93 When making a check to craft or repair items, you may add force die no greater than your force rating to check. Spend 2 force die (light side or dark) to increase a hard point by 1 to a maximum of 2.
Technical Aptitude FD 93 Reduce time needed to complete computer related tasks by 25% per rank.
Master Artisan FD 93 Once per round, suffer 2 strain to take the Master Artisan incidental. Decreases the difficulty of a mechanics check by 1 (minimum of easy).
Comprehend Technology FD 93 Take Comprehend Technology Action. Make an average (2 die) knowledge education check to use force rating and ranks in skill for an item.
Dedication FD 93 Increase intellect by 1.
Natural Tinker FD 93 Once per session, may re-roll any 1 Mechanics check.
Dodge FD 94 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Codebreaker 1 FD 94 Remove set back die per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Anatomy Lessons 1 FD 94 After making a successful attack, may spend 1 Destiny point to add damage equal to intellect on one hit.
Sleight of Mind FD 94 Add boost die to all stealth checks, unless the opposition is immune to force powers.
Well Rounded FD 94 Choose any 2 skills and they become career skills.
Shroud FD 94 The character may spend 1 Destiny point to make himself undetectable via force powers and make his own powers go unnoticed for the remainder of the encounter.
Shien Technique FD 95 When making a check using the light-saber skill, you may use intellect instead of brawn.
Reflect 1 FD 95 When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect
Conditioned 1 FD 95 Remove 1 set back die per rank of Conditioned from Athletics and Coordination check. Reduce the damage and strain suffered by falling by 1 per rank of Contioned.
Parry 1 FD 95 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Toughened 1 FD 95 Gain +2 Wound threshold.

Force Powers

Force Rating
5
Power
Move
Description
The Force user can move small objects via the power of the Force. The user may spend light side and dark side power to move one object of silhouette 0 that is within short range up to its maximum range. The default maximum range is short range.

Upgrade Effect
Magnitude 2 Spend 1 light side or dark side point to increase targets affected equal to magnitude upgrades purchased.
Control The character can perform fine manipulation of items, allowing him to do whatever he can do normally with his hands via this power at this powers range.
Control The Force user can hurl objects to damage targets by making a ranged combat check combined with the move power check, dealing damage equal to 10 times the silhouette.
Range Spend 1 light side or dark side die to increase power's range by number of range bands equal to Range upgrades purchased.
Control The force user can pull objects out of secure mountings or out of any opponents grasp.
Strength 3 Spend light side and dark side power to increase silhouette able to be targeted equal to Strength upgrades purchased.

Power
Sense
Description
The Force user can sense the Force interacting with the world around him. The user may spend light side or dark side die to sense all living things within short range, including sentient and non-sentient beings. The user may spend light side or dark side die to sense the current emotional state of one living target to whom he is engaged.
Upgrade Effect
Control Spend one light side or dark side die to sense the current thoughts of one living target to whom he is engaged.
Range 1 Spend one light side or dark side point to increase the range band of the power equal to ranks in range.
Power
Enhance
Description
When making an Athletics check, the force user may roll an Enhanced power check as part of the pool. The user may spend light side or dark side die to gain success or advantage on the check.
Upgrade Effect
Range Spend 1 light side or dark side point to increase power's range by a number of range bands equal to Range upgrades purchased.
Control The user can perform a Force Leap maneuver instead of an action.
Control Take a Force Leap Action: Take an Enhance Power Check. The user may spend 1 light side or dark side die to jump horizontally to any location within range.
Control Enhance can be used with the piloting (space) skill.
Control Enhance can be used with the coordination skill.
Control Enhance can be used with piloting (planetary) skill.
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control Enhance can be used with the brawn skill.
Control Enhance can be used with a Resilience skill.
Power
Heal/Harm
Description
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force only): Spend light side die to heal wounds equal to intellect.
Harm: Spend dark side and light side die to inflict wounds equal to intellect (ignores soak). User gains 1 conflict.
Upgrade Effect
Mastery Heal: Once per session, spend 4 light side or dark side to restore 1 target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, you may restore one engaged character who died this encounter to life. Each character gains 7 conflict.
Control Heal: Spend light side or dark side die to remove one status effect from target.
Harm: The user may spend light side and dark side to heal strain equal to the damage done to the target.
Control Heal: If no dark side is generated, the target heals strain equal to wounds healed.
Harm: If any dark side die were used to generate force die, the user heals strain equal to wounds inflicted.
Magnitude Spend 2 force die to affect 1 additional target within range per rank of Magnitude purchased.
strength Heal: Spend light side/dark side to increase wounds healed by 1 per rank in strength upgrades purchased.
Harm: Spend light side/dark side to increase wounds inflicted by 1 per rank of Strength upgrades purchased.
Power
Foresee
Description
The Force user can feel the Force flowing around everything, seeing what is and what will be. The user may spend 1 light side/dark side to gain vague hints of events to come up to a day into his own, personal future.
Upgrade Effect
Control When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He may spend light side/dark side to gain success on the check.
Power
Influence
Description
The character may attempt to guide, shape, and even shape the thoughts and feelings of others. Special Rule: When guiding and shaping thoughts, only force generated from the dark side may be used to generate negative emotions such as fear, rage, and hatred. Only force generated from the light side may generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion may be generated from either or. The character may generate stress on the character with he is engaged. Spending force to inflict strain.
Upgrade Effect
Control The Force user may make an opposed Discipline vs. Discipline check combined with an Influence Power check. If the user spends 1 light side or dark side and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting 1 round or 5 minutes.
Magnitude Spend 1 light side or dark side die to increase the targets affected equal to Magnitude ranks purchased.
Control When making a coercion, charm, deception, leadership, or negotiation check, the Force user may roll an Influence Power check as part as his dice pool. He may spend 1 light side or dark side to generate success or advantage.
Range Spend 1 dark side or light side point to increase power's range bands equal to Range upgrades purchased.
Power
Protect/Unleash
Description
The Force user guides the flow of energy, protecting himself and others or unleashing blasts of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average Discipline check as part of the pool. Spend 2 light side or dark side points to reduce damage from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per success . Dark side Force users may only protect themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls an Average (♦♦) Discipline check for difficulty. If check succeeds and
spends two light side or dark side points, the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
Upgrade Effect
Duration Protect: If no dark side points is generated, the power reduces damage of all attacks hitting the target.
Unleash: Spend 1 light side or dark side point to give the attack. Burn 2.
Control Protect: Spend advantage to gain defense equal to advantage spent.
Unleash: Spend advantage to inflict 1 strain on target.
Strength 2 Spend one light side or dark side point to decrease damage or add damage equal to ranks in Strength purchased.
Magnitude Spend 1 dark side or light side point to affect 1 additional target within range per rank of Magnitude purchased.
Control Protect: Spend 1 light side or dark side point to allow power to protect against all types of attacks.
Unleash: Spend 1 light side or dark side point to give the attack Ensnare 2.
Range Spend 2 light side or dark side points to increase power's range by a number of range bands equal to Range upgrades purchased.
Power
Misdirect
Description
The Force user creates illusions to fool those around him.
The user may spend 1 light side or dark side point to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of the user's next turn, the target cannot see or sense the hidden person or object.
Upgrade Effect
Control May use this power to force the target to perceive a single illusory person or object.
Range Spend 1 dark side or light side point to increase the power's range by a number of range bands equal to Range upgrades purchased.
Control The user may alter the perceived appearance of the chosen person or object instead of hiding it.
Strength Spend two light side or dark side points to increase the silhouette of the object obscured or illusion created by 1 per Strength upgrade purchased.
Duration Commit two force die to sustain this power while the beguiled target remains in range.
Power
Bind
Description
The Force user restrains an enemy, preventing the target from acting.
The user may spend 1 dark side or light side point to immobilize a target within short range until the end of the user’s next turn. If the user used any dark side to generate points , the target also
suffers 1 wound per point spent on the check (ignoring soak).
Upgrade Effect
Duration Commit 3 force die to sustain the ongoing effects of the power on each affected target.
Control Spend 1 dark side or light side point whenever a target affected by bind takes an action, that target suffers strain equal to Willpower.
Strength 2 Spend 1 dark side or light side point to disorient the target for a number of rounds equal to Strength upgrades purchased.

Background

Obligation + 10.

Motivation

Morality

Description

Other Notes

Shilmar is the bar owner. Becktoa is now the cook there.
Ymbller or Mclain for Mechanics stuff.
Working for Ymbller - 30% commission for building and selling things
Work - 50 credits per success, 100 per triumph
Jac - Bothin
Sherrif June - Iris of her eye is ringed with gold. (Mediterranean in looks).
Imsu - Her younger sister.
Alfesh (nephew of Jex Alones)
D9 - Lifter Droid
Rossetta - Artifact Droid
Black Ships of Arcanus are kidnapping people.
Fetted Fountain - Turn right.
Tuli - Bothin child
Jewla Nightbringer
Defenestrator - combat droid that doesn't take prisoners
Kendo Sven - Twilek gunslinger. Dashingly handsome. Obsidian sphere competition winner 3 years in a row.
Grimtact - Sneaks into city. Unnervingly quiet human. Melee fighter. Only person sentenced to death on Alderon in 1000 years.
Fanta & Fable - Assassins
Riddle, Rain, and Raven - Snipers
Sarkin and Mora
Teh'chay Thorsguard - Togrutan female
lankjose (moustrap - 3724) - Teechay - In charge of captures.
Flow-walking: Space time travel-ish.
Thought Bomb: sith ritual bombs that can kill worlds and systems.
Lady Cordelia - Angel

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