Rine Zynfri by musicalmophead

Species
Human
Career
Hired Gun
Specializations
Mercenary soldier
System
Edge of the Empire

8
Threshold 18
Current 8
Threshold 13
Current 9
Ranged 1
Melee 1

Characteristics

4
4
2
2
2
2

Skills

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

Attacks

C-10 DRAGONEYE
Range
Medium
Skill
Ranged: Light
Add 1 advantage to attack rolls, Stun Setting, linked 3
Damage
10 (14 @ Short/Engaged)
Critical
3
VIBROSWORD
Range
Engaged
Skill
Melee
Add 1 advantage to attack rolls, Defensive 1, Pierce 2, Vicious 1
Damage
7
Critical
1
DH-X HEAVY RIFLE
Range
Long
Skill
Ranged: Heavy
Cumbersome, Pierce 2, Autofire
Damage
11 (15 @ Short/Engaged)
Critical
3
STEALTH VIBROKNIFE
Range
Engaged
Skill
Melee
Pierce 1, Vicious 1, add 2 difficulty to checks to find it
Damage
4
Critical
2
WHIPCORD LAUNCHER
Range
Medium
Skill
Ranged: Light
Ensnare 2
Damage
0
Critical
n/a
FRAG GRENADE
Range
Medium
Skill
Ranged: Light
Blast 6, Limited Ammo
Damage
8
Critical
4
DEOXIS GAS GRENADE
Range
Medium
Skill
Ranged: Light
Blast 2, Limited Ammo, Unless outdoors the gas lingers 2 rounds
Damage
4
Critical
WW-41 CRYOBAN GRENADE
Range
Medium
Skill
Ranged: Light
Blast 6, Disorient 3, Ensnare 3, Vicious 2
Damage
8
Critical
2
MK IV HEAVY FRAG GRENADE
Range
Medium
Skill
Ranged: Light
Blast 7, Limited Ammo, Cumbersome 2
Damage
9
Critical
4

0
10
39390
9

Weapons & Armor

-C-10 Dragoneye Pistol (x2)
-Vibrosword
-Dh-X Heavy Rifle
-Z6 Jet Pack
-Thermal Camo Cloak
---Mandalorian Armor (Laminate)---
-Sealed Air System
-Scanner/voice modulator/comm scrambler/Comms (Helmet)
-Ripcord Launcher (Beskar R Gauntlet)
-Stealth Vibroknife (Beskar R Gauntlet)
-Stealth Grenade Launcher (Beskar L Gauntlet)

Personal Gear

-Scouting Droids (x2)
-Frag Grenades (5
-Cryoban Grenades (3
-Poison Gas Grenades (4
-High Explosive Grenade (1
- Electronic Lockpick (4 uses
-Vibro-axe from slain Death Watch

-1/2 Beskar Ingot
-Firespray Control Craft
-Land Speeder

Assets & Resources

-Uncle Cassius- Leader of Clan Zynfari
-Aunt Zell and Cousin Raug
-Killed Pirates of Maira
-Toosa- Jedi (?)
-Roger- Local Gang Leader

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
2nd Wind (Merc Soldier) 2 142 EoE 1/ Encounter, use 2nd Wind to regain Strain equal to ranks in 2nd Wind
Side Step (Merc Soldier/Death Watch Warrior) 2 142 EoE 1/ Round, use Side Step maneuver. Suffer Strain equal or less than the ranks in Side Step to upgrade the difficulty of all Ranged attacks equal to the number of Strain suffered.
Confidence (Merc Soldier) 1 133 EoE Decrease difficulty of any Discipline checks needed to avoid Fear by 1/rank in Confidence, possibly eliminating the need for the check.
Point Blank (Merc Soldier 2/Death Watch Warrior 2) 4 141 EoE Add 1 damage/ rank in Point Blank to any Ranged Light/Heavy attacks made while in Short/Engaged range.
Strong Arm (Merc Soldier) 1 144 EoE Can Throw items/weapons up to Medium range
Natural Marksman (Merc Soldier) 1 139 EoE 1/ Session, reroll any Ranged Light/Heavy roll.
Toughened (Merc Soldier/Death Watch Warrior)) 2 145 EoE Increase Wound Threshold by 2/rank in Toughened
Lethal Blows (Merc Soldier) 1 138 EoE Add 10 to any roll on the Critical Table
True Aim (Merc Soldier) 1 145 EoE Once per round, before the character makes a ranged attack, they may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades the attack roll by 1/rank of True Aim
Dedication (Merc Soldier) 1 134 EoE Brawn to 4
Grit (Death Watch Warrior) 1 Collapse of Republic Add 1 to Strain Threshold
Jump Up (Death Watch Warrior) 1 Collapse of Republic Stand from prone as an incidental
Conditioned (Death Watch Warrior) 2 Collapse of Republic Remove 1 black die from Athletics/Coordination checks, and reduce fall damage, each by 1/ rank in Conditioned.
Jet Pack Expertise (Death Watch Warrior) 1 Collapse of Republic Spend excess advantage to heal System Strain on Jet Packs
Armor Master (Death Watch Warrior) 1 Collapse of Republic When Armored, increase Soak by 1
Improved Armor Master (Death Watch Warrior) 1 Collapse of Republic When wearing armor with a soak value of 2 or higher, increase Defense by 1.

Background

Former Death Watch warrior, worked as an infiltrator. Left Death Watch after Maul's takeover, as did some extended family in Clan Zynfari.

Motivation

Was raised to be unseen, looking to fight against those habits to make a name for myself and my Clan.

As part of this, I'm constructing a full Beskar armor set, & need the following:
4 ingots for breastplate
2 ingots for helmet
1.5 ingots for greaves
1.5 ingots for pauldrons

Obligations

Betrayal: This Obligation can work in one of two ways: either the character is the target of a deep and personal betrayal, or the character is the one who betrayed others. Whether it's as simple as a betrayed confidence or broken promise or as serious as treason or mutiny, the betrayal eats away at the character and affects their everyday life. The target of the betrayal may seek answers, compensation, or simply revenge.

I betrayed the Death Watch when I broke ties with them. This was not a clean break, and if they find out I'm alive/my location they will likely send people after me.

Description

EQUIPPED:
vibrosword
C-10 Dragoneye
Jetpack

Other Notes

The Plan

Three ship companies are up for an Imperial Contract to mass produce their fleet. SoroSub, Mando'a Motors, and Ceenar Fleets.
We want to sow mistrust for the Empire within these companies, and will frame them for 'trying to dispose' of the competitors that don't get the contract.
-We'll be sabatoging SoroSub and Mando'a Motor's entries in a way that won't be noticeable, ensuring that the worst Ceenar's hunk of junk will win the competition and contract.
-Once Ceenar wins, we'll be blowing up the Mando'a motors transport ships, and planting explosives to be found in SoroSub transports.
UPDATE: TRACKER PLANTED, MANDOA MOTORS BASE FOUND. NEED TO FIND SOROSUB BASE
-We'll also need to find an Imperial fall guy to take the blame for planting the explosives themselves. FOUND, JEEDO DELST.
-UPDATE: While casing Mando'a motors base, apparently we were spotted. Two Death Watch mercenaries working security for the company were sent after us, and have both died.
-UPDATE: We kidnapped the lead shipbuilder from Sorosub, and dumped him in the lava yards 'on orders from the Empire'. Chaos ensued while I was busy doing so.
-UPDATE: Grand Moff Tarkin has arrived on the planet, heading for the shipyard with the experimental ships. We'll find a way to make his day worse.
-UPDATE: We went to the city to mess with Mando'a Motors, but were caught at the gates by some storm troopers. We went to clone Captain something and informed him that we'd been attacked by some Death Watch members nearby Mando'a Motors. This brought the imperial shit kicker squad to their door, where chaos ensued.
Using this chaos, we went after Moff Tarkin, and got his ass. We took the Sorosub K-wing and the Mando'a fang fighter, and am taking it to Uncle Cassius' place. I had also received a message/coordinates from the Sorosub chief engineer we stranded earlier.

Return to Top