Dirk "Silo" Ral'gathe by xanrethan

Species
Balosar
Career
Spy
Specializations
Sleeper Agent
System
Age of Rebellion

4
Threshold 14
Current 0
Threshold 15
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

2
2
5
5
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Cun) X 1 Costs 2 strain. Otherwise, Pres 2. RR available
Coercion (Will) 0
Computers (Int) X 3 +b to break lock; -p-kk on decrypt comm or break code; -kkk on disable security, or open locked door
Cool (Pr) X 2
Coordination (Ag) X 0
Deception (Cun) X 1 Upgrade to identify Silo. RR available
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) X 1 +b to break lock, -kkk on disable security, or open locked door
Stealth (Ag) X 2 +b (unless force immune), Upgrade to identify Silo
Streetwise (Cun) 1
Survival (Cun) 0
Vigilance (Will) 0 up to +2 adv from antennaepalps
Brawl (Br) X 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) 0

Attacks

Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun Setting, 1HP
Damage
5
Critical
4
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1, 1/2 HP, Mono-molecular Edge (-1crit rating)
Damage
+1
Critical
1
Stun Grenade
Range
Short
Skill
Ranged: Light
Disorient 3, Stun Damage, Blast 8, Limited Ammo 1
Damage
8
Critical
NA
Blaster Pistol
Range
Short
Skill
Ranged: Light
2 of 3 HP used, Set Trigger (+1 success +1 threat on first shot per encounter), Modded Shortened Barrel, -1 difficulty to conceal, -1 range (med->short), Quick Draw Innate (Mod).
Damage
6
Critical
3
Garrote (hidden in chrono)
Range
Engaged
Skill
Brawl
Brawl vs Brawl after successful brawl check initiation to free, setback per round caught to defender, suffocation rules apply (3 strain per round)
Damage
Critical

0
635
2527
8/12

Weapons & Armor

Armored Clothing (3 EC (-3 worn)) (Def 2 with armored inserts, upgraded soak and def))
Holdout Pistol (1 EC) (Stashed)
Combat Knife (1 EC) (Stashed)
Blaster Pistol (1 EC)
Vibroknife (1 EC)
Stun Grenade (1 EC)
Garrote Chrono

3 EC

Personal Gear

Slicer Gear (2 EC)
Backpack (+4EC Threshold) [two different styles]
Utility Belt (+1EC Threshold)
Stimpack x11
Comlink (handheld)
Disguise kit (EC 2, stashed)
Surveillance tagger
Tool Kit (EC 4, stashed)
Synthetic Neuroparalytic x10 (7 stashed)
Lockpicks (EC 1)
Comms Jammer (EC 4, Stashed)
Surveillance Scanner (EC 2)
Wilderness Survival Kit (EC 5, stashed)
Binders x4 (EC 2, each, stashed)
Signature Modulation Pad (EC 2, Stashed)
Fusion Cutter
Armor Inserts x3
Hand grinder
Affide Crystal, in False Tooth.
Scanner Goggles

Kriffed Shortened Barrel x2 (Stashed)
5 EC / +5

Assets & Resources

Obligation(Criminal): 4
Criminal 3 - This player was involved in lying to the government about details surrounding the kidnapping of the Ncil Governor's Daughter.
Addiction (Deathsticks): 10


Cybernetic Brain Implant (Intelligence)

Vocal Emulator Implant:
Without check: Able to change voice to sound like a certain age/sex/species. Takes one round. Additionally, to mimc a specific individual, thorough study is required (long speech, etc) and then attempt hard deception to nail down the intonation and speech patterns.

Biofeedback Regulator (+2 cybernetic cap)

Neural Recorder
Easy Discipline to recall any information experienced while the recorder was running.

Lockbreaker Hand
Hand counts as lockpicks, for mechanical and electrical locks, +1 bypass security talent, +1 boost to skullduggery and computer to defeat locks

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Code Breaker 2 C&M 29 Remove setback per rank (2) from checks to 'break codes' or 'decrypt communications'. Reduce difficulty on checks to break codes or decrypt communications by 1 (this part does not change with rank).
Toughened 1 C&M 29 +2 wounds
Cunning Persona 1 C&M 29 May suffer 2 strain to make charm check with Cunning instead of Presence
Indistinguishable 1 AoR 293 Upgrade difficulty of checks to identify character once per rank.
Bypass Security 2 C&M 29 Remove setback per rank (2 (+1 cybernetic)) to 'disable a security device' or 'open a locked door'
Sleight of Mind 1 AoR 293 Add boost to all stealth checks, unless opposition is force immune.
Inside Person 1 C&M 29 1/sess; flip destiny point to establish he has been undercover in an identified enemy base or large vehicle. For the remainder of the session, add 2 advantage to all checks he or his allies make that are associated with that location.
Dedication (Cunning) 1 C&M 29 Cunning 4->5
Natural Charmer 1 C&M 29 1/sess, reroll one charm or deception check
Inside Knowledge 1 C&M 29 1/sess, Hard Skullduggery while inside enemy facility or vessel, success = gain personal scale item with rarity no greater than cunning + 2 (7), or gain a narrative benefit.
Grit (3) 1 AoR 293 +1 Strain Threshold
Touch of Fate 1 AoR 293 Add 2 boost to 1 check, once per sessions
Force Rating 1 AoR 293 +1 FR
Balance 1 AoR 293 When recovering strain at the end of an encounter, may add force die equal to FR, using lightside pips for additional strain recovery.
Dedication (Intelligence) 1 AoR 293 Intelligence 3 - > 4 (+1 cyber mod -> 5)
Analyze Data 1 C&M 29 1/sess, after capturing enemy data, may make average knowledge warfare. On success, once during remainder of sessions, may add successes equal to knowledge warfare (2) to check related to data.
Well Rounded 1 C&M 29 Brawl and Light Ranged are now class skills

Force Powers

Force Rating
2
Power
Influence
Description
Special: While attempting to influence emotions, spend white pips to generate positive emotions, Spend dark pips to generate negative emotions.

Spend force pip to cause 1 strain to engaged creature.
Upgrade Effect
Range Spend pip to increase range by (1) band.
Control Coercion, Charm, Deception, Leadership, Negotiation: Spend 1 pip for 1 success or advantage.
Power
Unmatched Tradecraft (Spy Signature Ability)
Description
[Twice] per session as an incidental, after a Deception, [Skulduggery], or [Stealth] roll, but before resolving results, may spend [1] destiny point to remove [3] [purple or red] die from the pool.
Upgrade Effect
Destiny Reduces Destiny cost to [1] destiny point
Frequency May use this ability [twice] per session, instead of 1.
Increase Effect May be used on [Red] die
Change Skill (2) May also be used with [Stealth] and [Skulduggery]
Increase Number (2) Increase affected die from one to [three].

Background

"Silo" is a transplant, leaving Balosar under no more than a self professed boredom with the dregs that remain on the polluted planet. Quiet about his family life, and his life on his race's home world, the planet hopping spacer has found a life blending in and getting a bit ethically loose with other people's private data. Especially if the credits are good. "Silo" is his holo-net hacker handle, something he would rarely prescribe to if anyone in authority came asking. As for names he goes by in meat space, they vary from job to job; he is more commonly whoever he needs to be, than himself, if even such a person still exists behind his calculating eyes. Or if anyone exists who knows who that person was, and could recognize him.

Motivation

MOTIVATION
"No one knows how bad it is until you show them."

As a spy, detecting information is the salutation. Infiltrating is flirting. Extraction is the invite up to the room. But what truly makes "Silo"'s heart race is spreading that information eagle, often giving it away for free in anonymous leaks. "Silo" revels in the *mass revelation of all of the Empire's evils*. And he hardly uses protection.

Morality 57
Emotional Strength: Independence
Silo has had to be self-reliant; he can contend with complex tasks and get results. In small groups with constrained purpose, he exceeds in his talents.
Emotional Weakness: Coldness
Silo is at best indifferent to those employed by the Empire. Causing chaos, even if it may ripple down into their personal lives, wouldn't lose Silo a single wink of sleep. The lighter his touch, the less people might even know he is there, but casualties for the cause are an acceptable loss.

Duties

OBLIGATION = 17
Criminal 4
Criminal 3 - This player was involved in lying to the government about details surrounding the kidnapping of the Ncil Governor's Daughter.
Addiction: Death Sticks (10)

//Death sticks were created from distilled and refined ixetal cilona, made
//from balo mushrooms found on the planet Balosar. Mild Hallucinogen.
//In liquid form it can be drank, injected. in solid form it can be pulverized
//or smoked. Long term effects halve an individuals expected life span.
//short term effects add a setback to all checks. May also reduce a
//a character's connection to the force in certain ways at GM's discretion.


As a spy, with a penchant for infiltration, it's only natural he is legitimately 100% guilty for a few things, here or there. Many of which he would rather not discuss openly, in case people or devices are listening, or recording.

"Silo" regularly goes out of his way to keep a low profile, wearing a hat to hide his alien heritage in public, uses anonymous holo-net junctions wherever possible and one-time use keys when not. He pays off or otherwise ends reputations for those who might serve as witness against him.

Sometimes he even has to go and more physically "Cover his tracks". Maintaining a low profile is how he is able to infiltrate as he does, by acting the part of a cog in the machine, until the time is right to strike.

He leaves no calling card. He needs no recognition.
His motives aren't plain. But credits grease the machine.
His goal isn't even clear to himself. Why he despises the Empire isn't clear, outwardly. Perhaps it is merely a challenge.

Description

Tall, slender, blue eyed, and commonly passes for a Human, with his long antennaepalps hidden under a hat. "Silo" has used forged and fake documentation to create entire life stories for people that would ultimately end up being fictional. Handy with a disguise kit, he has a bit of a knack for adding a fake 'key feature' in order to distinguish his alias fully.

As any true spy, however, he prides himself more on his outward 'unremarkableness' than anything else. Coming across as just another scrawny, spineless Balosar helps play into prejudices that "Silo" can more effectively manipulate.

Aliases:
Der'ric

Other Notes

Talent Trees (Current)

Sleeper Agent
■ ■ ■ ■
■ ■ □ □
■ ■ □ □
□ ■ □ □
■ ■ ■ ■
Unmatched Tradecraft Signature Ability
□ ■ ■ ■
■ ■ ■ ■

Force Sensitive Emergent
□ □ ■ ■
□ □ ■ □
□ □ ■ □
□ □ ■ ■
□ □ ■ ■

_____________________________
Starting xp 100
30xp int 2->3
20xp Will 1->2
40xp Cunning 3->4
Antennaepalps +2 advantage to vigilance checks
Racial Streetwise
10xp remains

Spy skill rank selections: cool, deception, skulduggery, stealth
Sleeper Agent rank: cool, charm
-----Creation finished---------
+30 xp (40/130)
-5xp Code Breaker
-10xp Toughened
-10xp Stealth 1->2
-15xp Computers 0->2 (0/130 xp)

+2k credits
-1k armored Clothing
-200 holdout pistol
-25 Combat Knife
-75 Stun Grenade
-500 slicer gear
-75 x3 stimpack
-50 backpack
-25 utility belt
-25 comlink (handheld)
25cr remains

+50cr (75cr)
+10 xp intro
-5xp TALENT Cunning Persona (5/140xp remains)

+144cr day spending (1 day, week 1) [219cr]

+10xp xmas bonus [15/150]

+337cr (+114, +166, +27, +130) 4 days work week 2 (556cr)

+202cr (+81, +121) 2 days work week 3 (758cr)

+226cr (+109, +117) 2 days work week 4 (984cr)

*****
Loss of gear and credits appears either here or end of week 2. Details to follow. CR possibly 0 at this point, or at an earlier point.
LOSS: SILO: 1019cr, holdout blaster, combat knife, slicer gear, utility belt
GAIN: SILO: Blaster Pistol

+1100cr
+10xp [vr job] (25/160 xp)

-5xp Well Rounded (Light range and negotiation now class skills)
-15xp negotiation rank 2
-5xp light ranged rank 1 (0/160xp remains)

-250cr Shortened barrel
-450cr Set Trigger
-100cr failed mod attempt shortened barrel (-800cr shopping) (300cr remains)

+1000cr Guard Job
+5xp (5/165)

+2xp dovrai and akuma intro (7/167)

Repo job, equipment regained: holdout blaster, combat knife, slicer gear, utility belt
-500 x2 shortened barrel
-100 failed mod attempt on barrel
-100 successfully modded barrel
-100 failed mod attempt on set trigger.
-250 purchase vibroknife
(250 cr remains)

+20xp repo job (27/187)
+5775 cr repo job (loose credits, Drug sale, Speeder Sale, Job completion) (6025 cr)

2000cr "Spent" on buy in pot for sabaac (4025cr)

-10xp Bypass Security (1)
-15xp Codebreaker (2) (2/187)

-300cr fix broken tooth (Repo job)
-1050 mono-molecular edge
-110 cr disguise kit
-175cr surveillance tagger
-350 Tool Kit
-750 Synthetic Neuroparalytic x 10 (1290cr remaining)
working 2 days, week 6 (+112, +103) (1505cr remaining)
working 3 days (week 7) (321)
working 4 days, week 8 (403) (2229cr)

+10xp (12/197) (union busting)
+1000cr (3229cr) Union Busting

+5xp (17/202)
+3666cr high stakes job

+2xp [19/204] Far'oot's big game job [GM]
+2xp [21/206] Juzo intro
+5 xp rp bonus week ending 2/23/20 [26/211]
-20xp Bypass Security (2) [6/211]
-200cr bribe (exploration)
-50cr lockpick set (6645cr)
-400cr Comms Jammer
-750cr Surveillance Scanner (5495cr)
-50cr backpack [different style than first]
-315cr Wilderness Survival Kit (5130cr)
-90cr Garrote Chrono
-100cr x4 binders
-50cr spaceport security disguise
-288cr Signature Modulation Pad (4602cr)
-1 stim, vault in a vault (2 remain)

+4xp, sticky fingers gm claim (10/215 xp)
+5xp (3/8-3/15 rp xp) (15/220)

Silo Exploration +15 xp (30/235)
Inititating Respec!
Removing {
-5xp Well Rounded (Light range and negotiation now class skills)
-15xp negotiation rank 2
-5xp light ranged rank 1
(+25xp) }
Adding {
Obligation: Addiction +10xp
}
Net change regain 25 spent xp (55/235)
Gain 10 xp from obligation (65/245)

-20 xp Force-Sensitive Emergent Tree unlock
-5 xp Indistinguishable
-10 xp Sleight of Mind
-25 xp Inside Person (5/245)

+20 xp [ncil crossover, from governor's daughter start]
-25xp dedication [cunning] (0/265)

-1 stim (tower Def job)
+500cr Qant payment
+5000cr Ncil Job Payment (10102 cr)
-10000cr cyber brain implant (102cr)

+4xp Normal Run GM kickback (4/269)
+7500cr sale of pirate goods
+3000cr Tower Defense (10602cr)
+10xp Tower Defense
-10xp Influence (4/279 xp)

-250cr x10 stimpack (10352cr)
-175 Fusion Cutter (10177cr)
-1350 Armored Inserts x3 (8827cr)
-100cr, failed soak mod, insert #1.
-100cr defense mod on #2
-500cr hand grinder
-100cr defense mod on #3 (8027cr)
-200cr Soak mod on #2
-200cr failed soak mod on #3 (7627cr)
-300cr failed subtley mod on #2 (7327cr)
-50cr Heavy Clothes (7277cr)
-1300cr Vocal Emulator Implant (5977cr)
-3000cr Biofeedback Regulator (2977cr)
-250 Neural Recorder (2727cr)
+5xp (RP 4/26 week-end)
-5xp Influence: Range (4/284 xp)
+8xp purposefully gm kickback (12/292)
+15 xp pay your debts mission (27/307)
-15xp Influence: Control (12/307)

May the Fourth +10 xp, +2000 cr (32/317) (4727cr)

+15xp vault in a vault (47/332)

100 racial xp
10 obligation xp
420 'earned' xp level (New maximum xp 530) (+198 "earned" xp) (245/530)
-25 xp Natural Charmer
-25 xp Inside Knowledge (195/530)
-30 xp Unmatched Tradecraft: Spy Signature Ability
-90xp (-10 x3, -15 x4) for all upgrades to signature ability EXCEPT able to remove setback. (75/530)
-15xp Grit
-20xp Touch of Fate
-25xp Force Rating (15/530)
+75 xp Earned 420 -> 495 (90/605) 7/17/20
-20 xp Balance
-25 xp Dedication (45/605)
-15 xp knowledge warfare 0->2
-15 xp Analyze Data
-15 xp computers 2->3 (0/605 xp)
+15 xp 7/24
-5 xp perception 0->1
-5 xp Well Rounded
-5 xp Brawn 0 -> 1 (0/620)
+15xp 7/31 (15/635)
-5xp grit (top of force tree)
-5xp grit (top of spy tree)
-5xp Discipline 0->1

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