Telthe Baid by necroMatador

Species
Harch
Career
Hired Gun/Technician
Specializations
Demolitionist/Cyber Tech
System
Edge of the Empire

3
Threshold 15
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
3
3
2
1

Skills

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

Attacks

Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting, Blast +4 (+2 P. Blast)
Damage
7
Critical
3
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6 (+2 P. Blast), Limited Ammo 1
Damage
8
Critical
4
Bite
Range
Engaged
Skill
Brawl
Stun 3
Damage
Brawn + Successes
Critical
Detonite
Range
Short
Skill
Rigging this explosive requires an Easy (1 difficulty) Mechanics check, increasing by 1 difficulty per charge.
Damage
15 (+10)
Critical
Stun Grenade
Range
Short
Skill
Ranged: Light
Stun Damage, Blast 8 (+2 P. Blast), Disorient 3, Limited Ammo 1
Damage
8
Critical
N/A

0
170
825
8/12

Weapons & Armor

- Heavy Blaster Pistol (Encum 2, HP 3)
- Amplifying Chamber (HP 1): Blast +4, 2 setback dive to all Mechanics check to maintain/repair.

- Frag Grenade (x1, Encum 1)
- Stun Grenade (x1, Encum 1): Can be set to explode on impact, detonate up to 3 rounds after being activated (or with time make use of a "dead man's" or pressure switch that detonates upon release).
-Detonite (x3 charges, Encum 2)

- Heavy Clothes (Encum 1, Soak 1)

- Banal Apparel (Upgrade the difficulty of checks to identify wearer once.)

Personal Gear

- Demolitions Tool Kit (Encum 4): Counts as a tool kit for checks involving preparing, setting, or defusing explosives. When using it for this, the user may spend 4 Advantages to remove a Despair result.

- Utility Belt (+1 Encumberance)
- Backpack (+4 Encumberance)

- Stimpack (x2): Requires 1 maneuver to use on self or other. Immediately heals 5 wounds, a second heals 4 wounds, a third heals 3 wounds, and so on. Six stimpacks in a single day has no effect.

- Comlink: Allows communication up to distances around 100 km.

- Comlink Earbud: Allows communication up to Long range.

- 2x Bottles of Whyren's Reserve whiskey

Assets & Resources

Daily Stimpack Count: 0

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Additional Limbs 1 Racial May have 3 times as much gear in their hands and do not have to suffer strain for a second maneuver. May not make 3 maneuvers in a round w/o "Unmatched Mobility".
Venomous Fangs 1 Racial Brawl attack checks gain Stun 3 item quality.
Time To Go 1 Hired Gun - Demolitionist The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Improved Time To Go 1 Hired Gun - Demolitionist When activating Time To Go, allow 1 angaged ally to also perform an out-of-turn Move Maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion.
Powerful Blast 1 Hired Gun - Demolitionist Increase the Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast.
Selective Detonation 1 Hired Gun - Demolitionist When using a weapon with the Blast quality, spend 1 adv. to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Steady Nerves 1 Hired Gun - Demolitionist Remove 1 Setback per rank from Cool or Skulduggery checks.
Toughened 1 Hired Gun - Demolitionist Gain +2 Wound Threshold.
Grit 1 Hired Gun - Demolitionist Gain +1 Strain threshold.

Background

Born in 51 BBY, Telthe grew up during the Andoan Wars and lived through the Clone Wars. In the very militaristic Harch society, she was squarely in the worker class and spent her entire life working in the factory cities of Secundus Ando, helping to support the war efforts against the Aqualish and later the Galactic Republic. Showing early aptitude for the construction and disassembly of explosive devices of all sorts, Telthe was quickly funneled into training to further their skills. After witnessing a horrific accident in the field, and the quick brush-off it received from their superiors, Telthe went through a minor breakdown and fled their job, family, and previous life to start a new life where they didn’t have to listen to anyone else’s orders and could do whatever they wanted.

Telthe is a skilled demolitionist and when they found themselves in need of funds, they worked on and off with various criminal groups. A while back while in a group they had been running with for a while, they worked a job for Teemo, who then betrayed the group and both took their cut of the job and the lives of several of their members. The surviving members began a long complicated planning process to get the revenge and the money they felt they were due, culminating in their big heist a little earlier in 5 BBY. During the heist, however, Telthe was left behind in Mos Shuuta by their gang, who intended them to take the fall for the whole plan.

Now Telthe is on the run to both escape Teemo's wrath (and get the revenge they wanted originally) and eventually get away to pursue revenge of some kind against their treacherous ex-gang.

Motivation

Freedom/Wanderlust: Telthe spent so long working for the war effort of the Harch and now they're having no more of it. They live for themself, do what they want, and enjoy the things they enjoy, damn the rest.

Obligations

- Bounty (10): Group Obligation. We pissed off a Hutt.

- Betrayal (10): Telthe was betrayed, both by Teemo and by their previous gang, and boy does this bug want payback.

Description

Telthe is a 46 year old Harch of average height for their species, so only a little more than 6' tall. They weigh approximately 180 lbs. They had the standard 6 arms and 2 legs of their species, though their left front arm has been lost. A set of 6 bright blue eyes form a semi-circle on their face, but a large blaster-burn scar cuts across the the left side, cause the largest on the left to squint. Two large chelicerae flank a small, fanged mouth, one chelicera also clipped by the blaster-burn. Telthe clicks when they are thinking, spacing out, or nervous.

Their signature Harch fluff is vibrant shades of orange, with dark brown underneath and patches of iridescent blue on their appendages and chelicerae. They wear a top with no sleeves underneath an odd shawl-like poncho that enable their many arms to move as freely as possible. Their utility belt is hidden beneath a tied sash, and they have baggy workers pants to accommodate their floofy legs in as much comfort as possible. They wear no shoes.

Other Notes

POSITIVE RELATIONSHIP
Sang Dezat (Harch): A harch from Secundus Ando that Telthe knows as a weapons supplier. Telthe is a fairly regular customer to get explosives supplies, and he was a friend of their family.

NEUTRAL RELATIONSHIP


NEGATIVE RELATIONSHIP
Naash Vit (Gotal): A gotal that Telthe became close friends with, after doing several jobs with him in the past. Originally inviting Telthe to the formation of the Havoc Crew, which he headed, Naash was also part of the gang taking revenge on Teemo and, ultimately, along with the rest of the gang, left Telthe behind to take the fall from Teemo. Heartbroken, Telthe wants revenge, but also answers as to why.

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