Tibold Kain by Tibold

Species
Shistavanan
Career
Sentinel
Specializations
Shadow
System
Force and Destiny

9
Threshold 16
Current 0
Threshold 18
Current 0
Ranged 5
Melee 5

Placeholder Image

Characteristics

4
4
5
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Cun) 0
Coercion (Will) 0 +1 rank
Computers (Int) X 4 -1 Difficulty locks
Cool (Pr) 0
Coordination (Ag) 0 +1 rank
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 1
Medicine (Int) 0
Negotiation (Cun) 1 +3 bonus starship sales
Perception (Cun) 0 +3 bonus
Piloting: Planetary (Ag) 1 +1 rank
Piloting: Space (Ag) 2 +1 rank
Resilience (Br) 1 reduce poison checks by 2
Skulduggery (Cun) 0
Stealth (Ag) X 3 +2 bonus, +2 upgrades
Streetwise (Int) 1
Survival (Int) 0
Vigilance (Will) 0 +3 bonus
Brawl (Br) X 4 +3 advantage
Gunnery (Ag) 0 +1 advantage
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 4 +2 bonus ,+2 Advantage
Ranged: Heavy (Ag) 0 +1 advantage
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 1
Knowledge: Underworld (Int) X 2 +2 bonus starship sales
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

(2) Verpine Shattergun Pistols
Range
Medium
Skill
Ranged: Light
Silent, Invisible, Linked 1, Pierce 2
Damage
9
Critical
2
Cortosis Forged Vibro-Stun Claws w/ Monomolecular Edge, Shock Pulse Emitter and Poison Reservoir
Range
Engaged
Skill
Brawl
+6 Damage, +6 stun, Sunder, Breech 1, activate incidental, spikes electronic locks reduce difficulty 1
Damage
6
Critical
2
(4) Superior Plasma Grenades
Range
Short
Skill
Ranged: Light
Blast 12
Damage
12
Critical
2

300
5000
6

Weapons & Armor

--(2) Verpine Shattergun Pistol, Silent, Hair Trigger, +Acc 2 (=Acc+1), w/ custom quickdraw holsters
--(200) Verpine Ranquor Venom Ammo (Any dose requires a Daunting (4 difficulty) Resilience check. Failure staggers (take no actions) target for 2 rounds and 2 strain for every disadvantage result. A despair result immobilizes the target for 2 rounds.)
--Personal Stealth Field (Detecting someone using a stealth field must pass a formidable (5 difficulty) perception check. Add setback for every two ranks stealth, Advantage and bonus die of the user.)
--Reflect Body Glove 3 Soak
--Cyricept Mk IX Personal Mimetic Concealment Suit w/ Energy Buckler, and Biofeedback System, 2 Soak, +1 def, +2 stealth upgrades
--Concealing Robes w/ Cortosis armor insert, -1 Identify, 2 Soak, 1 Enc
--Cortosis Forged Vibro-Stun Claws, +6 dam,+6 stun, 3 Superior, 2 Crit, Sunder, Breech 1, activate incidental, spikes electronic locks reduce difficulty 1
--(300) StimPacks
--(200) Superior Plasma Grenades

Personal Gear

--Cybernetic Brain Implant: +1 Intellect, Comm link, Computer Access Link, Comm Scrambler (Medium), Cyberjack (2 strain to decrease slice difficulty), Quantum Encryption Scambler/Descrambler, BlackOps Data Breaker, Combat Computer (+2 Defense), Surge Override Switch (Kickstart cybernetics after overcharge or ion damage)
--Q-22 Retinal Tracker (+1 Ranged Heavy and gunnery)
--Avionics Interface (Piloting (Planetary or Space) skill +1, if already benefiting from a rank in that skill, when flying in a starship or airspeeder.)
--Immune Implant (Grants the skill Resilience +1.)
--Optic Nerve Implant (nightvision)
--Voice Emmulator Implant (Changing or disguising one's voice takes one round. Imitating another's individual's voice requires a large sample of audio and a Hard (3 difficulty) Deception check.)
--Partial Amygala strip (removes paranoia from Gliterstim, immune to fear, reckless, +1 Willpower,+1 Discipline rank)
--Keltset Crystal Meditation Focus, +1 Willpower,+2 ranks Vigilance
--Rotary Inhaler, 3 doses@:Glitterstim/ Nannarium/Yaladai/Antidote
--(3) Stimpacks
--(4) Superior Plasma Grenades

Assets & Resources

Baudo-class Star Yacht

Silhouette 3 (Elegant Design), Speed 4, Handling +1
Cargo 20, Passengers 6, Hyperdrive 1, Hyperdrive backup 7, Sensors: Med, Hull Trauma Threshold 28, Hull Strain Threshold 20, Shields 2 Fore, 2 Aft, 2 Armor
--(2) Deployable Dorsal Triple Blaster Cannon turrets 7 Damage, linked 2, range short (can be teamed together)
--(2) Deployable Ventral Quad Blaster Cannon turrets, 7 Dam, Linked 2, range short can be teamed together)
--Forward Twin Concussion Missile Launchers Dam 6, range short
--Pseudo Cloak: reduce range and hull silhouette detection +2, Nightshadow Coating, Sensor Shunt, Whisperthrust
--Cloaking Devise: Perception Diff 3 close range, Diff 4 short range, Diff 5 Med range, +2 setbacks Long Range, +5 setbacks Extreme range
--Navicomputer with Autopilot Droid Brain and Slave Circuit w/ remote piloting
--Advanced Subspace Encryption Array
--Bothawui Communications Conglomerate HSI-280 Hyperwave Signal Interceptor (This equipment is capable of intercepting communications travelling through subspace and hyperlanes. Some skilled operators may even be able to use signatures of starships which seep through hyperspace to track them.)
--Comm Scann (Triangulates location of known comlinks/tranceivers at close planetary range)
--CryonCorp EnhanceScan Long-Range Terrain Scanner (Produce a map with an Average (2 difficulty) Computers check. Maps produced add 1 boost die to Survival checks for navigation, plus an automatic success per 2 advantage results from the Computers check.)
--CryonCorp Ground-Penetrating Sensor Pack (This sensor array is mostly used by archeologists or even scavengers, as it analyses the ground beneath it to determine composition - bringing out artificial structures from basic ground composition.)
--3D Hollomap Tactical Display w Tactical Command, Control and Communications suite
--Electronic Countermeasures Array: reduce silhouette by 1, increase difficulty by 1 when tracked by "Guided" quality.
--Physical Countermeasures: 1x "Add 1 setback dice to all Gunnery checks made using missiles, rockets or torpedoes targeting the starship.", 1x "Increase the difficulty by 1 when making checks triggered by the Guided quality."
--Enhanced Prisoner Lockup
--(2) 10T Cargo Holds (port and starboard wings) w/ Ventral Tractor Beams
--Babblefish Translator (universal Language Translator
--Veridicator 200 (Add 2 boost dice to checks attempting to discern if an individual is lying or omitting information, as well as to ascertain their mental state.)
--Med Bay w/ casket Bacta Tank
--Harrier/Butterbug launch/retrieval tube


Droids:
--(6) WSW Mk III "Harrier" Combat Remotes w/ Superior 2 Verpine Heavy Shatter Rifle (18 Dam, 2 crit, 1 Enc, Silent, Invisible, Accurate 3, Knockdown, Pierce 6, Rancor Venom, Personal Stealth Field
--(6) Butterbug Remotes, mechanics 1, stealth 1, Perception 3
--(1) R7 Astromech
--(1) CT4 Medical droid

Critical Injuries & Conditions

Glitterstim addiction--amygdala partially stripped to end paranoia, adds +3 bonus die to perception and vigilance checks

Nannarium Root (20): Upgrade ability of Intellect- or Cunning-based checks once, but suffer 2 strain. Effects last for an hour.

Yaladai Spice (10): Whenever the character suffers strain, suffer 3 less (to minimum of 1). If force sensitive, add an additional force die to force power checks (any dark side points used come at double strain and conflict cost). Effects last for 1 encounter.

Antidote: Reduce difficulty of checks to resist a poison by 2 (to a minimum of 1).

Talents

Name Rank Book & Page Description
Sleight of Mind 1 Add bonus die to all Stealth checks unless the opposition is immune to Force powers
Well Rounded 1 Choose any 2 skills. They permanently become career skills.
Soldier/Trailblaser/Stalker 1 Add bonus die per rank of Stalker to all Stealth and Coordination checks
Spy/Slicer/Bypass security 1 Remove 1 Setback per rank of Bypass Security from checks made to disable a security device or open a locked door.
Guardian/Armorer/Inventor 1 When constructing new items or modifying attachments, add bonus die or remove setback die per rank of Inventor.
Mystic/Alchemist/Stimpack Specialization 1 Stimpacks heal 1 additional wound per rank of Stimpack Specialization.

Force Powers

Force Rating
4
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool. The user may spend to gain success or Advantage (user’s choice) on the check.
Upgrade Effect
Control Take a Force Leap action: make a Enhance power check. The user may spend pip to jump horizontally to any location in short range.
Control Enhance can be used with the Coordination skill.
Control Enhance can be used with the Resilience skill.
Control Enhance can be used with the Brawl skill
Control When performing a Force Leap, the user can jump vertically in addition to jumping horizontally.
Control Ongoing effect: Commit Force Point. The user increases his Brawn characteristic by 1 (to a maximum of 6.
Control Spend Light pip to increase power’s range by a number of range bands equal to Range upgrades purchased.
Control Enhance can be used with the Piloting (Space) skill.
Control Ongoing effect: Commit Force Point. The user increases his Agility characteristic by 1 (to a maximum of 6).
Control The user can perform a Force Leap as a maneuver instead of an
action
Range Spend Light point to increase power’s range by a number of range bands equal to Range upgrades purchased
Power
Farsight
Description
The Force user expands normal visual senses through a connection to the Force. The user may spend to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients could normally be able to see on a well-lit day.
Upgrade Effect
Control Spend to make out fine details on a single object within medium range
Control Spend to see through a single object at medium range as though it were transparent.
Control When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend to gain success or advantage on the check.

Background

Taken at the age of 4 by the Inquisitors, along with his sister at age 3; Tibold was trained in the ways of the inquisitor, and cruelly experimented upon. His amygdala was stripped at age 11, with the hopes that his forced addiction to Glitterstim would produce telepathy, and though it did, he never informed his captors of this.

At age 12, his sister was tortured to death during training, which set Tibold on a rampage where he slew all 62 technicians and Inquisitors at the research facility. He then escaped to the criminal underground of Tatooine by stealing an Inquisitor's Sentinel transport, and began his career as a skyjacker, stealing ships from the Empire and various criminal concerns and selling to the Resistance.

Upon waking, habitually meditates and uses the Force to Enhance both Brawn and Agility.

Motivation

Tibold hates the Empire and various criminal enterprises. He is committed to the death of all inquisitors and Sith, and hopes one day to kill the Emperor himself. He is a friend to all Jedi, and hopes to be instrumental in recreating the Jedi Order.

Morality

Description

Other Notes

Brawl Features
Basic unarmed Brawl attacks have a base damage of Brawn rating, a Critical Rating of 5, and the Disorient 1 and Knockdown qualities.

When making a Brawl attack, the attacker can choose to deal damage to the target's Strain threshold instead of their Wound threshold (still reducing the Damage by the target's Soak).

Brawl Weapons

Unlike other weapons, Brawl weapons augment this basic attack. Brawl weapons can add damage to this attack (the plus symbol next to the listed damage indicates that users add their Brawn to damage dealt), and may have an improved Critical Rating and additional weapon qualities. When using a Brawl weapon, the user can choose to use its Critical Rating instead of the standard Brawl Critical Rating.

Characters also add the additional Weapon Qualities to the Qualities already provided by the Brawl attack. If the weapon provides an improved version of an existing Quality, the character uses the improved version.

Two-Weapon Combat
When attacking with two weapons, the character must be wielding two weapons that can each be reasonably held and wielded in one hand. Generally, these weapons are Ranged (Light) weapons — pistols and grenades — and one-handed Melee or Brawl weapons. If it's unclear whether or not a weapon can be wielded one-handed, the GM makes the final determination as to if it can be used.

To make the attack, they perform a combined check:

Combined Two-Weapon Check
First, the character denotes one weapon as the primary weapon. They then determine what skills and characteristics they would use when making attacks with their primary weapon, and their secondary weapon.

The character then takes the skill that they have lower ranks in, and the characteristic that they have lower ranks in, and use this skill and characteristic to assemble their dice pool. (If both checks would use the same skill or characteristic, they simply use that skill or characteristic.)

They then compare the difficulty of the two combat checks they would make with each of their two weapons to hit their target, and select the check with the higher basic difficulty (more ). They increase the difficulty by one if the two skills are the same, and by two if they are different.

If they succeed, they hit with their primary weapon as normal. They may also spend success or advantage to hit with their secondary weapon as well. If both weapons hit, they may spend additional success or advantage to activate qualities from either weapon. Each hit deals its base damage, + 1 damage per uncanceled success.

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