Engineer Selena - Killed In Action by TommyVerdatre

Species
Human
Career
Diplomat
Specializations
Advocate, Padawan Survivor, Force Sensitive Exile, Commodore, Skip Tracer
System
Age of Rebellion

4
Threshold 16
Current 0
Threshold 17
Current 0
Ranged 1
Melee 2

Placeholder Image

Characteristics

3
3
4
4
4
4

Skills

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

Attacks

Diplomacy First
Range
Long
Skill
Ranged: Light
Superior, Accurate 4, Pierce 4
Damage
11
Critical
3

90
1790
29890
8/15

Weapons & Armor

"Diplomacy First" Blaster Pistol by Trast [Holstered, Enc 1, HP 4/4, DMG 11, Superior, Pierce 4, Accurate 4, Long, Crit 3] :
- 6DMG base, Customizable (+1HP), Increased range (long), Destructive (+1DMG), Pierce 2, Accurate 2
-> Blaster Actuating Module [1 HP], +1 Dmg, + ■ Ranged light checks. 2x +1 DMG Mods, 2x +1 Pierce Mods
-> Custom Grip [1 HP], - ■ for owner, + ■■ for other people using it. 1x +1 Accurate Mod
-> Electronic Sighting System [1HP], Aim as incidental at short range, -1 difficulty to spot user in low light conditions. 1x +1 Accurate Mod
-> Superior Attachement [1 HP], +1DMG, +1 automatic Advantage.



"Business Suit" Reinforced clothing by Riv [Enc 1, 2/2 HP, Soak 1, Def 1, Special Embellishment Coercion, Sealable]
- Base Soak 1, Base Enc 1, 2 extra HP, Special Embellishment Coercion, Sealable
-> Armor Inserts [0 HP] : Sets Soak at 1 and Defense at 1. Average Perception check to notice. 1 Increase Soak by 1 mod available, 1 Increase Def by 1 mod available, 1 Make a hard Perception check to notice mod available.
-> Utility Arm [2 HP] : Add 1 Boost to Mechanics checks. +1 Boost Mod, +1 Take 1 Strain for 1 extra free maneuver per turn Mod available.

"Work attire" Customizable Armor by R5-D6 [Enc 7, Soak 3, Ranged Def 1, HP 6/6, Sealable]
- Base Enc 4, Base soak 1, + 1 Soak, + 1 Ranged Defense, +2 HP, Sealable
-> Superior [1 HP] : +1 Soak, -1 Enc.
-> Targeting System [1 HP] : +□ to Ranged attacks at Long and Extreme range. +1 Natural Marksman (T) Mod. (AT BASE)
-> Vacuum Seal [1 HP] : Allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes.
-> Low-friction coating [1 HP] : +1 Melee defense. Add ■■ to Mechanics check to modify or maintain armor. 1x +1 Coordination Skill Mod
-> Integrated Holsters [2 HP] : Increases Encumberance by 4. May holster 2 weapons of Enc 3 or lower that don't count towards Enc. 3x +1 weapon mods. 2x Add ■ to perception checks to notice the weapons (DESPAIR AT CRAFTING : UPGRADE TO OBSERVER ABILITY 1 TIME). 1x Quick Draw mod available.
-> Amphibious Modification

Personal Gear

Earbud Comlink [Enc 0]
Hunting goggles [Enc 0]
BPEA-1A Cascader [Enc 0]
Anti-Grav Chute [Enc 1]
Starmapper Handheld Computer [Enc 1]
Datapad [Enc 1]
Symbol of Command [Enc 1]
Zor's Folly Gavel [Enc 1]
"Selena's Wrench" Specialist Mechanics Tool [Enc 1]
"Mini Screwing Device" Precision Mechanics Tool [Enc 1]

Carrying gear:
Cybernetic Cavity [+1 Enc]
Utility Belt [+1 Enc]
Modular Backpack w/ 6 pouches [+8 Enc]

Starmapper Handheld Computer : +□□ to all Astrogation checks. Reduced to □ or none if no connection to the HoloNet.

Hunting goggles : Removes up to ■■ added to all Perception, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision. +□ to perception

BPEA-1A Cascader : Upgrade all Charm, Deception or Leadership checks once

Zor's Folly Gavel
Coercion Specialist Tool : Lightweight 7, Safety features, Supreme Craftsmanship :
Add 1 upgrade, 1 success and 1 advantage to Coercion checks. Enc 1.

Selena's Wrench
Mechanics Specialist Tool : Lightweight 7, Safety Features : Add 1 success and 1 advantage to Mechanics checks. Enc 1

Mini Screwing Device
Mechanics Precision Tool : Lightweight 4, Safety Features : Add 1 advantage and remove 2 setbacks from Mechanics checks. Enc 1

Anti-Grav Chute : Backpack to stop people from falling.

Earbud Comlink : Long range. Hard Perception check to notice.

Assets & Resources

Cybernetic Left Leg (Brawn) (1/5) by Bimbsy. BimBiggs All-In-One Tool Kit To Solve Any Problem Plus Premium :
- Astrogation Integrated Tool : Star charts and mini-navi computer on the upper thigh.
- Computers Integrated Tool : Slicer Kit behind thigh
- Mechanics Integrated Tool : Tool Kit behind shin
- Skulduggery Integrated Tool : Tool Kit in foot

Cybernetic cavity (left hip) : Store a Enc 1 Item. Formidable check to spot (2/5)

"Iron grip" Cybernetic Coercion Implant (3/5) (right hand) by R5-D6 [+ 1 rank in Coercion] :
Cybernetic Index and Ring fingers, with the inside of the thumb, palm and wrist implanted. -> Unobstrusive 2 (■■ to notice the cybernetic is installed)
-> Medicine integrated tool : Surgery thread, needles and antiseptic to suture wounds.
-> Stealth 2-VX gun in ring finger (■■■ to detect).

Biofeedback Regulator : +2 Cybernetic implants limit

Surge override switch (4/5) : Reactivate cybernetics once per encounter, with Average Discipline check. 2 Strain per cybernetic reactivated.

DZ-70 "Spinny" Fugitive tracker
http://swsheets.com/c/lmzm69z7n-spinny

Critical Injuries & Conditions

Shooting with "Diplomacy First", 11 base DMG, Superior, Long range, Pierce 4, Accurate 4, Crit 3
Intense focus, Aim, FP Sense 2x Upgrade
!roll [ppppbbbbbdd][a]


Astrogation with Starmapper Handheld Computer, Galaxy Mapper 2, Intense Focus !roll [pppabbdd]

Diplomatic Solution : Charm with Sense Emotions, BPEA-1A Cascader, Intense focus
!roll [pppppbdd]

Coercion with Iron Grip, Business Suit, Zor's Folly Gavel (Specialist tool : Supreme Craftsmanship, Safety Features), Smooth Talker, Sense Emotions, Intense focus, Plausible Deniability 2
!roll [pppppabdd][saa]

Computers with Intense Focus, Bypass Security !roll [ppppdd]

Deception with Sense Emotions, BPEA-1A Cascader, Intense focus, Plausible Deniability 2
!roll [ppppabdd]

Recovering strain with Discipline, Balance, Hard Boiled 1, Rapid Recovery 2
!roll [pppaff][ss]

Known Schematic : Knowledge (Education) with Intense Focus !roll [pppaddd]

Familiar Suns : Knowledge (Outer Rim) with Intense Focus !roll [pppaddd]

Improved Street Smarts : Knowledge Underworld. Street Smarts 3. Intense Focus
!roll [pppadd]

Leadership with Command 1, Symbol of Command, BPEA-1A Cascader, Intense focus
!roll [ppppabbdd]

Mechanics with Solid Repairs x2, Selena's Wrench, Utility Arm, Intense Focus !roll [ppppbbdd][sa]

Negotiation with Intense focus
!roll [ppppdd]

Perception with Hunting goggles, Uncanny Senses x2, Intense focus
!roll [ppppbbbdd]

Skulduggery with Master of Shadow, Bypass Security, Intense Focus !roll [ppaad]

Stealth with Master of Shadows, Sleight of Mind, Intense Focus !roll [pppbd]

Streetwise with Street Smarts (3), Intense Focus !roll [ppaadd]

Survival with Expert Tracker, Intense Focus !roll [ppaadd]

Interjection with Vigilance, Uncanny Reactions x2
!roll [pppabbdd]

!init pc [pppabb][ss]

Talents

Name Rank Book & Page Description
Plausible deniability (passive) - Rank 2 DA p.27 Remove 1 Setback per rank of Plausible deniability from all Coercion and Deception checks
Nobody's fool (passive) - Rank 4 DA p.27 May upgrade diffculty of incoming Charm, Coercion or Deception checks once per rank of Nobody's fool
Confidence (passive) - Rank 1 DA p.27 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Encouraging words (active) DA p.27 After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out-of-turn incidental
Discredit (active) DA p.27 Once per encounter, as an action make a Hard Deception check to upgrade the difficulty of a target’s social checks once, plus once for every 2 Adv, until the end of the encounter
Grit (passive) - Rank 4 DA p.27 Gain +1 Strain Threshold
Twisted Words (active) DA p.27 When an incoming social check generates 2 Threats or 1 Despair, may suffer 1 strain to inflict strain to the target up to ranks in Coercion
Supporting evidence (passive) - Rank 1 DA p.27 When assisting an ally with a Charm, Deception, Leadership or Negotiation check, add 1 automatic advantage per rank.
Interjection (active) DA p.27 After another character makes a social check, the char- acter may suffer 3 strain and make an Average ( ♦ ♦ ) Vigilance check. The character may add Successes or Failures to the results of the chosen check equal to Successes on the Vigilance check and Advantages or Threats equal to Advantages on the Vigilance check
Touch of Fate (active) EotE p.277 Once per session, add 2 Boost die to any check
Superior reflexes (passive) EotE p.277 Gain +1 melee defense
Force Rating (passive) - Rank 1 EotE p.277 Gain +1 Force Rating
Dedication (passive) - Rank 5 EotE p.277 Gain +1 to a characteristic. This cannot bring a characteristic above 6 (+1 Agility)(+1 Willpower)(+1 Intelligence)(+1 Presence)(+1 Cunning)
Insight (passive) EotE p.277 Perception and Discipline become career skills
Quick draw (passive) EotE p.277 Once per round, draw or holster a weapon or accessible item as an incidental (1 for The Law, 1 for other)
Uncanny senses (passive) - Rank 2 EotE p.277 Add 1 Boost die per rank of Uncanny senses to all Perception checks
Uncanny reactions (passive) - Rank 2 EotE p.277 Add 1 Boost die per rank of Uncanny reactions to all Vigilance checks
Balance (active) EotE p.277 When the character recovers from strain at the end of each encounter, he may roll his Force rating in Force dice. He recovers additional strain equal to light side points.
Intense focus (active) EotE p.277 Before making a skill check, the character may perform the Intense focus maneuver. Suffer one strain to upgrade the ability of the skill once
Hard Headed (active) - Rank 1 AoR p.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
Hidden storage (passive) -Rank 1 FC p.48 (Left Hip) Hidden compartment for smuggling appropriately sized gear [Enc 1]. Any check to detect this compartment has a Formidable difficulty.
Parry (active) - Rank 1 DoR p.103 When hit by a Melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Toughened (passive) - Rank 2 DoR p.103 Gain +2 Wound Threshold
Constant vigilance (passive) DoR p.103 May always use Vigilance when making checks to determine intiative
Sleight of mind (passive) -Rank 1 DoR p.103 Add 1 Boost die to all Stealth checks unless the target is immune to force powers
Blackmail (active) DA p.27 When an NPC exceeds his strain threshold, may spend 1 Destiny Point to convince that NPC toperform a single task of choice
Street smarts (passive) - Rank 3 DoR p.103, EotE p.277 Remove 1 Setback per rank of Street smarts from all Streetwise and Knowledge (Underworld) checks
Smooth talker (active) - Rank 1 DoR p.103 [Coercion] When first acquired, choose one skill (Charm, Coercion, Negotiation, Deception). When making a check with that skill, may spend a Triumph to gain successes equal to his ranks in Smooth talker
Known Schematic (active) AoR p.73 Once per session, may perform the Known Schematic maneuver; make a Hard Knowledge (Education) check to gain familiarity with a building or ship’s design.
Improved Plausible Deniability DA p.27 As an action, make a Hard Coercion check to convince one bystander per rank of Plausible Deniability to depart quietly
Good Cop (passive) - Rank 2 ND p.33 Spend 2 Adv 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
Master of shadows (active) DoR p.103 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy
Improved Street Smarts (active) ND p.33 Once per session, make a Formidable Streetwise or Knowledge Underworld check to learn one clue to resolve the current situation
Trust no one (active) DoR p.103 When targeted by a social check, may choose to suffer one strain to add an automatic failure to the check. If the check fails with a Despair, the character may immediately perform a maneuver as an out-of-turn incidental
Hard Boiled (passive) - Rank 1 ND p.33 When recovering strain after an encounter, may spend Adv up to ranks to recover 1 wound per Adv spent
Expert Tracker (passive) - Rank 1 ND p.33 Remove 1 Setback per rank from checks to find tracks or track targets, Decrease time to track a target by half.
Rapid Recovery (passive) - Rank 2 ND p.33 When healing strain at the end of an encounter, heal 1 additional strain per rank.
Sense Emotions (passive) EotE p.277 Add 1 Boost to all Charm, Coercion or Deception check unless the target is immune to Force powers
Bypass Security (passive) - Rank 1 ND p.33 Remove 1 setback from checks made to disable a security device or open a locked door
Contingency Plan (active) DA p.27 May spend 1 Destiny point to recover strain equal to Cunning
Galaxy Mapper (passive) - Rank 2 AoR p.73 Remove 1 setback per rank from Astrogation checks. Astrogation checks take 50% less time.
Rapid Reaction (active) - Rank 2 AoR p.73 Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of successes to initiative checks.
Command (passive) - Rank 1 AoR p.73 Add Boost per rank of Command to Leadership checks. Affected targets add Boost to Discipline checks for the next 24 hours.
Solid Repairs (passive) - Rank 2 AoR p.73 The character repairs 1 additional hull trauma per rank whenever he repairs a vehicle or a starship
Familiar Suns (active) AoR p.73 Once per session, may perform the Familiar Suns maneuver; make a Hard Knowledge (Outer Rim) check to reveal the current type of environment and other useful information

Force Powers

Force Rating
2
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend light side points to sense all living things within short range (including sentient and non-sentient beings)
The user may spend light side points to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Strength When using Sense's ongoing effects, upgrade the pool twice, instead of once
Control : Upgrade Difficulty Commit a Force die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once
Control : Upgrade Ability Commit a Force die. Once per round, when the Force user makes a combat checks, he upgrades the ability of that check once
Duration Sense's ongoing effects may be triggered one additional time per round
Power
Diplomatic Solution
Description
Once per game session, when a combat encounter against one or more sentient creatures is about to begin, the character may spend 2 Destiny Points and make a Daunting (♦♦♦♦) Charm check to turn the encounter into a social encounter instead.
Upgrade Effect
Change Skill May use Coercion instead of Charm

Background

Selena Tello was born Diana Sylorn, the daughter of former shipping magnate Kara Sylorn, who managed her business with her husband Moko. Her parents created their empire from scratch on Coruscant, and as a result they were really protective of their daughter, afraid that someone could use her against them and hurt her in the process.

For that reason, Diana was raised in a sheltered environement. The Jedi sensed her affinity with the Force at a young age, but her parents managed to use their relations to bar them from taking away their child. Diana grew up unknowing of this fact, reaching her teenage years living a happy life, working towards becoming a diplomat, and dreaming of joining the Order. She studied a lot, held parties with other rich Coruscant kids, and was known as a kind and sociable girl.

Two weeks before the fall of the Republic, Diana found out that she had been barred from entering the Jedi, and felt some sort of calling. The Order was the embodiement of everything she thrived to be, a diplomat working for peace in the galaxy. Two weeks later, she found a way to sneak past her parents' surveillance to go to the Jedi Temple, where she was studying a couple of days later when the slaugther of padawans perpetrated by Anakin Skywalker happened. Diana lost a leg that day, cut down by the future Sith Lord ; she avoided death due to the intervention of other Jedis of the temple, managed to crawl back to the streets and reach out to her chauffeur who brought her home.

She was given a brand new Cybernetic Leg implant, due to her parents being friends with the manufacturer. Sadly, her affinity with the Force was common knowledge in the political spheres, and even though she wasn't affiliated with the Order, a bounty was soon issued for her capture.

Diana had to run. She was hidden by her parents for a while, but soon had to escape the planet. Her parents' company and assets were taken away by the newly-formed Empire, Kara and Moko executed. Diana, 16 years old at that time, only had some spare credits, clothing, and a cybernetic leg. She was afraid, out of her depth, and looking for help anywhere she could.

Diana boarded a ship to Nar Shadaa, looking for a contact of her parents, Botaro. On the ship, she met Kalla Nyx, a young Mikkian wannabe explorer that was escaping to the same destination.

Diana found the guy she was looking for, a local scoundrel, who taught her how to live and behave in the criminal underworld. Diana toughened up and learned to use her charm, her wits and her social skills to live alongside the crimelords.

Diana helped people whenever she could, but her means were often limited, as she kept a low profile due to her bounty. She since then goes by the name Selena Tello.

For several years, she worked for Loyood the Hutt, of the Gorensla clan. She managed to get into the Hutt's good graces, through several successful trade deals arranged between the Rebellion and the Gorensla clan. This link has proved useful, as she kept good contact with the Hutt until now. She worked as an informant and an intermediary, using her talents to gather intel and facilitate trade deals for Loyood the Hutt. She kept a longstanding friendship with Kalla, who was working as a hunter for Loyood.

Through her business, Selena came into contact with a Rebel Soldier, Tamor, a few years back, and finally decided to take matters into her own hands and seriously join the fight against the Empire. She flew to Lantillies to meet him, only to learn he had died in an Imperial bombing. Selena has now joined the Alliance, and tries to find her place in this totally new enviornnement.

Motivation

***One step beyond***:
The Alliance is understaffed, underequipped and poorer than the Empire. It needs every victory it can get, and should aim to grab any advantage it can, as small as it may be.

Selena realizes that very well. Despite her efforts at sticking to mission goals, the Sector Force's position in the area is still fragile, and the Empire is going strong. She now aims to always go one step beyond the original plan, to always fight for the extra inch, no matter the situation, to ensure the final success of the Alliance.

Duties

***Duty : Filling the gaps (1325)***

Selena's drive to accomplish her goals led her to diversify her abilities. She is now a very versatile operative, with the ability to respond to any situation relatively efficiently.

As a result, she prides herself in being able to fulfill any role on any team if necessary, and strives to make sure that missions don't fail due to the absence of a specialist.

Description

Selena is a real beauty, being 5'6'', 38 years old, with attractive features and long blond hair. She is usually clothed with a heavy leather jacket.

Selena has a cybernetic left leg, but it didn't grant her additional kicking or jumping power as it was installed when she was a teenager, and was tuned to match her remaining physical leg. It is a prototype, so difficult to fix. It has recently been upgraded with the strength enhancement system of a Cyberleg Mod II.

Selena is a smart woman, educated due to her upbringing in the higher spheres of Coruscant, and well aware of her charms and social skills. She knows how to handle a gun, but tries to avoid confrontation if possible. She has a temper, likes drinking, and can get grumpy if things don't go her way. She can snap if treated unfairly, or disrespected.

She was an idealist, and tried to let her peaceful ideals lead her decisions, even if that didn't mean much in the Underworld. Nowadays, her philosophy changed. She's always on target, and aims to complete the missions she is given at all costs. Her goal is to allow people all around the Galaxy to live as they see fit, but she doesn't mind getting her hands dirty to achieve that if necessary.

Other Notes

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