Andar Roush by Ryldor

Species
Human
Career
Smuggler
Specializations
Pilot, Gunslinger, Hotshot, Gunner
System
Age of Rebellion

10
Threshold 18
Current 0
Threshold 19
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

4
7
3
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 2
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) X 0
Coordination (Ag) X 0
Deception (Cun) X 1
Discipline (Will) X 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 6
Resilience (Br) X 0
Skulduggery (Cun) X 1
Stealth (Ag) X 1
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) 0
Gunnery (Ag) X 3
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Custom Energy Pistol (Primary)
Range
Medium
Skill
Ranged: Light
Pierce 3, Accurate 3, Superior
Damage
11
Critical
3
Custom Energy Pistol
Range
Long
Skill
Ranged: Light
Disorient 1, Vicious 1, Pierce 6, Superior
Damage
14
Critical
2
Custom Blaster Rifle
Range
Extreme
Skill
Ranged: Heavy
Auto-Fire, Accurate 4, Pierce 2
Damage
13
Critical
3
Vibrosword
Range
Engaged
Skill
Melee
Defensive 1, Pierce 2, Vicious 1, Poison Reservoir
Damage
+2
Critical
2

0
1290
20225
14/17

Weapons & Armor

Mechanic's Utility Suit,
Laminate Armor-Stormtrooper,
Laminate Armor - Pilot (Vacuum Seal and Amphibious Mods with 9 hours air; Camouflage paint applied),
Custom Combat Armor-Modded (Optical Camouflage System with Masters of Shadows and Stealth Rank, Vacuum Seal and Amphibious Mods with 9 hours air; Camouflage paint applied)

(Vacuum Seal and Amphibious Mods with 9 hours air; Camouflage paint applied)

Custom Blaster Rifle (Telescopic Optical Sight, Marksman Barrel, Forearm grip, Custom Grip, Camouflage paint applied)

Trast Custom Pistol - Primary (Paired; Custom Grip, Electronic Sighting System, Blaster Actuating Module, Superior)

Trast Custom Pistol - Secondary (Paired; Blaster Actuating Module; Galven Pattern Resequencing)

Personal Gear

Comlink, 3 Stimpacks, Extra reload, Scanner Goggles, Mk. IV Modular Backpack, 2 Frag Grenades, 2 Stun Grenades, Military Belt Pouch, Grav-chute, Whyren's Reserve, Abrax Cognac. Bynarrian Brandy, Aratech's R82 Jump Boots, 50 credit stick from The Old Republic, Verpine Comlink, Infrabinoculars (with long-range sensors), CN-21 Camouflage paint (2 of 5 applications used.), Earbud Comlink, Hologoggles (Stealth)

Assets & Resources

214 Hours

http://swsheets.com/v/hjcohvslu-aurea-s-avenger

Fake ID for Raynar Watt. (Setback to spot fake ID. Upgrade difficulty to research background. For GM's: outstanding bench warrant for speeding ticket.)

Cybernetic Leg (Brawn), Cybernetic Arm (Agility), CAAF-2 Avionics Interface, Implant Armor

(One combat armor "efficient construction" carried over from crafting with Slight. June 8, 2018)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Full Throttle The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard Piloting check. With success, the ship’s top speed increases by 1 for a number of rounds equal to Cunning. The ship still cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement).
Skilled Jockey Ranks: 3 The character removes [Setback] per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.
Let's Ride Once per round on the character’s turn, the character may mount or dismount from a vehicle or beast or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a maneuver
Full Throttle (Improved) The character may voluntarily suffer one strain to attempt Full Throttle as a maneuver. In addition, the difficulty of Full Throttle is reduced to Average.
Grit Ranks: 7 Each rank of Grit increases a character’s strain threshold by 1
Master Pilot Once per round when piloting a starship (a ship piloted using the Piloting [Space] skill), the character may voluntarily suffer two strain to perform any action as a maneuver instead.
Dedication Ranks: 3; 2-Agility, 1-Brawn, 1 - Int Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Rapid Recovery Ranks: 1 When the character recovers strain after an encounter has concluded, he recovers one additional strain per rank in Rapid Recovery.
Natural Pilot Once per game session, the character may reroll any one Piloting (Space) or Gunnery check.
Tricky Target Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked, to a minimum of 0.
Quick Strike Ranks: 2 The character adds [Boost] per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.
Toughened Ranks: 3 The character increases his wound threshold by two per rank of Toughened.
Lethal Blows Ranks: 2 The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Rapid Reaction Ranks: 2 The character may suffer a number of strain to add an equal number of [Success] to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Dodge Ranks: 1 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Call 'Em This character does not add any (Setback) to his combat checks due the use of the Aim maneuver (see page 201 of the Edge of the Empire Core Rulebook)
Quick Draw/Improved Twice per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Defensive Driving Ranks: 1 Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving.
Brilliant Evasion The character may make the Brilliant Evasion action when piloting a vehicle or starship. The character selects one opponent and makes an Opposed Piloting (Planetary or Space) check If he succeeds, the opponent’s vehicle or starship cannot make any attacks against the character’s vehicle for a number of rounds equal to the character’s Agility. Brilliant Evasion can only be performed once per encounter.
Spitfire After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.
Natural Marksman Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Guns Blazing When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.
Deadly Accuracy Ranged - Light Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice.
High-G Training Ranks: 3 When a starship or vehicle the character is currently piloting would suffer system strain (either voluntary or involuntary), the character may suffer a number of strain up to his ranks in High-C Training. If he does, the amount of system strain the starship or vehicle suffers is reduced by that amount (to a minimum of 0).
Durable Ranks: 2 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
True Aim Ranks: 1 Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Koiogran Turn When the character is piloting a starship or vehicle on which an opponent has gained the advantage, the character may suffer 2 strain to perform a Koiogran Turn maneuver, immediately removing the effects of Cain the Advantage any opponents have on the character's starship or vehicle. This maneuver can only be performed in a starship or vehicle with a speed of 4 or higher.
Debilitating Shot Upon making a successful attack with a starship or vehicle weapon, may spend 2 [Advantage] to reduce the maximum speed of the target by 1 (to a minimum of 1) until the end of the next round. If the starship or vehicle was traveling its maximum speed, it has its current speed reduced to the new maximum
Galaxy Mapper Ranks: 1 The character removes [Setback] per rank of Galaxy Mapper from his Astrogation checks. In addition, Astrogation checks take 50 % less time (this does not increase with additional ranks of Galaxy Mapper).
Brace Ranks: 1 As a maneuver, the character may Brace himself. This allows a character to remove [Setback] per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Enduring Ranks: 2 Character gains + 1 soak value per rank of Enduring
Dead To Rights (Improved) The character may spend one Destiny Point to add additional damage equal to his Agility rating to one hit of a successful attack made by ship or vehicle-mounted weaponry.
Jury Rigged Custom Energy Rifle The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Sorry About The Mess The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter.

Force Powers

Force Rating
Power
Unmatched Fortune Signature Ability
Description
Once per game session, as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character’s dice pool to another face adjacent to it. An “adjacent” face is any die face sharing an edge—not a point—with the rolled face.
Upgrade Effect
Frequency (2) Unmatched Fortune can be used an additional time per game session equal to ranks in Frequency upgrade.
Increase Number (2) Unmatched Fortune affects one additional die per rank in Increase Number upgrade.
Destiny To activate Unmatched Fortune, the character only needs to spend 1 Destiny Point instead of the normal 2.
Increase Effect Unmatched Fortune can also be used on negative dice.
Shared Luck/Inc Range Unmatched Fortune can also be used on the dice pool of a willing ally within Medium range. All upgrades the acting character has in Unmatched Fortune can be applied to the character receiving help.

Background

Andar was a small-time freighter pilot, ferrying goods to and from in his Barloz class freighter, the "Bantha." There was little excitement beyond the occasional over-eager customs agent and he easily outflew the rare pirate he encountered. He led a life of simple contentment and would have continued to do so if not for Aayla.

Aayla was beautiful, even for a Twi'lek, long and lithe with teal skin and bright green eyes. They met as he picked up medical supplies from her, an easy transportation contract with one passenger and he couldn't be more pleased that it was her. The journey covered most of the Hydian Way and took a full week. By the end of it he was in love and, while he couldn't imagine what she saw in him, she felt the same.

The next year was more of the same. Missions of mercy with her finding supplies and him piloting. Andar had never been happier. Until the planet Entralla. Andar dropped Aayla and the supplies off in a small village while he took the ship to be refitted and refueled. He was just completing the transaction when he saw the shadows and heard the whine of the ion engines. The silhouette and sound were immediately identifiable: TIE fighters. And they were headed towards Aayla.

It took a few minutes to disconnect the refueling lines and start up the ship, but the TIE's were already departing when the village came into sight. It took hours of searching through rubble to find what was left of her. The woman he loved died for a reason he'd never learn. As he cradled her lifeless body something in him snapped and he vowed to kill every Imperial possible.

He wanted to attack immediately, but the Bantha wasn't a warship and he needed a warship. And some help if it was going to be anything other than a suicide run. And there was only one way to get both of those things. So he sold his ship, donated most of the proceeds to the survivors in the village and headed off in search of the Alliance. They would help him get his revenge.

Motivation

**Motivation:** Overthrow the Empire- The character despises the Empire and everything that it stands for. He may or may not be an active member of the Rebellion, but he supports its goals and gives aid and comfort to those against Imperial tyranny.

Duties

(930) **Duty:** Personnel - More than machines, credits, or information, the people of the Alliance are the most important and vital assets there are, and the Player Character knows this. He is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind: the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies.

Description

Other Notes

15 XP, 25 Duty (AAR), 24 hours and 300 credits from Operation Rising Tide.
15 XP, 15 Duty, 24 hours and 300 credits from Operation Cargo Strike
15 XP, 15 Duty, 24 hours and 300 credits from Operation Emancipation
20 XP, 15 Duty, 24 hours and 300 credits from Operation Jungle Hunt
15 XP, 20 Duty (AAR), 24 hours and 300 credits from Operation Repo.
48 hours of crafting time traded in for 10 duty.
New CR reached. Y-Wing and Advanced Targeting Array CR rewards.
25 XP, 20 Duty, 24 hours and 400 credits from Operation Shipwreck
25 XP, 20 Duty, 24 hours and 400 credits from Operation Broken Chains I
25 XP, 15 Duty, 24 hours and 400 credits from Operation Broken Chains II
20 XP, 15 Duty, 24 hours and 400 credits from Operation Broken Chains III
120 hours traded in for 25 duty.
New CR reached. X-Wing and materials for cybernetic crafting for CR reward.
25 XP, 5 Duty, 24 hours and 500 credits from Operation Unshackled Part I
20 XP, 15 Duty, 24 hours and 500 credits from Operation Short End
20 XP, 20 Duty (w/ Mission Report), 24 hours and 500 credits from Operation Night Raven.
30 XP, 20 Duty, 24 hours and 500 credits from Operation Emergency Rescue
20 XP, 20 Duty, 24 hours and 500 credits from Operation Pit Stop
20 XP, 15 Duty (w/ Mission Report), 24 hours and 500 credits from Operation Getaway.
24 hours traded for 5 duty. New CR Reached, CAAF-2 Avionics Interface for CR Reward. 1 CR reward - Cybernetic Leg (Brawn).
35 XP, 10 Duty, 24 hours and 600 credits from Operation Hound Dog
20 XP, 15 Duty, 24 hours and 600 credits from Operation Breadcrumbs
48 hours traded for 5 XP
20 XP, 10 Duty, 24 hours and 600 credits from Operation Stolen Shield
15 XP, 10 Duty, from Operation Overflow (GM)
30 XP, 0 Duty, 24 hours and 600 credits from Operation Blindfold
48 hours traded for 5 XP
20 XP, 15 Duty (w/ Mission Report), 24 hours and 600 credits from Operation How the Imps Stole Life Day.
15 XP, 15 Duty (w/ Mission Report), 24 hours and 600 credits from Operation Good Hunting.
48 hours traded for 5 XP
20 XP, 15 Duty (w/ Mission Report), 24 hours and 600 credits from Operation Fractal.
48 hours traded for 10 duty. 48 hours traded for 5 XP
New CR reached. Implant Armor. Quad Light Ion cannons
20 XP, 10 Duty, 24 hours and 700 credits from Operation Grey Expose
20 XP, 15 Duty, 24 hours and 700 credits from Operation Step In
20 XP, 5 Duty, 24 hours and 700 credits from Operation The Butcher
15 XP, 15 Duty, 24 hours and 700 credits from Operation Friends Like These
15 XP, 15 Duty, 24 hours and 700 credits from Operation Convoy Assault
48 hours traded for 5 XP
15 XP, 5 Duty, 24 hours and 700 credits from Operation Unstabled
20 XP, 10 Duty (w/ Mission Report), 24 hours and 700 credits from Operation Jump Start.
35 XP, 10 Duty, 24 hours and 700 credits from Operation Snowfall Pt I.
20 XP, 15 Duty (w/ Mission Report), 24 hours and 700 credits from Operation Birdie.
New CR reached. Custom Ship and quad proton torpedos
10 XP, 10 Duty, 24 hours and 800 credits from Operation Hand Delivery.
20 XP, 10 Duty, 24 hours and 800 credits from Operation Housebreak.
15 XP, 10 Duty, 24 hours and 800 credits from Operation Cold Iron.
15 XP, 20 Duty (w/ Mission Report), 24 hours and 800 credits from Operation Jake Break
20 XP, 20 Duty, 24 hours and 800 credits from Operation Mass Exodus
15 XP, 20 Duty (w/ Mission Report), 24 hours and 800 credits from Operation Kinetic Trap
144 hours of crafting time traded in for 15xp.
25 XP, 25 Duty (w/ Mission Report), 24 hours and 900 credits from Operation Muddy Boots
New CR reached. Astromech Socket. 1 TBD
144 hours of crafting time traded in for 15xp.
20 XP, 20 Duty (w/ Mission Report), 24 hours and 900 credits from Operation Bynarria Shuffle
20 XP, 20 Duty, 24 hours and 900 credits from Operation Synchronicity
20 XP, 20 Duty (w/ Mission Report), 24 hours and 900 credits from Operation Grand Fulcrum
20 XP, 20 Duty, 24 hours and 900 credits from Operation Archery
20 XP, 35 Duty, 24 hours and 1000 credits from Operation Now This is Podracing
New CR reached. 2 CR rewards TBD.
25 XP, 0 Duty, 24 hours and 1000 credits from Operation Liquid Gold
20 XP, 20 Duty, 24 hours and 1000 credits from Operation Synchronicity II
25 XP, 20 Duty, 24 hours and 1000 credits from Operation Crimson Trident
15 XP, 15 Duty (w/ Mission Report), 24 hours and 1000 credits from Operation Pathfinder
15 XP, 15 Duty, 24 hours and 1000 credits from Operation Space Dweller
20 XP, 25 Duty, 24 hours and 3600 credits from Operation Monastery
New CR reached (810). 2 CR rewards TBD.
25 XP, 30 Duty (w/ Mission Report), 24 hours and 1100 credits from Operation Trust Fall I
25 XP, 20 Duty, 24 hours and 1100 credits from Operation Worth
25 XP, 15 Duty, 24 hours and 1100 credits from Operation Column Toppler
48 hours traded for 5 XP
20 XP, 15 Duty, 24 hours and 1100 credits from Operation Fatal Scout (Taco's Fault)
15 XP, 15 Duty, 24 hours and 1200 credits from Operation Mirror Mirror
New CR reached (905). 2 CR rewards TBD.
20 XP and 55 Duty from Operation Sacramento Nights (KIA)

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