Day Shine by 660feet

Species
Twi'lek
Career
Colonist
Specializations
Politico
System
Edge of the Empire

0
Threshold 14
Current 9
Threshold 14
Current 0
Ranged 0
Melee 0

Characteristics

2
2
3
2
2
3

Skills

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

0
195
6

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Life on the Fringe 1 Given their linguistic talents, natural cunning, and social aptitude, Twi’leks fit well into managerial, political, and leadership positions. Lesser clan members unhappy with their status often leave Ryloth to strike out on their own, driven with an entrepreneurial spirit to start their own businesses—or run their own crime syndicates. Special Abilities: Twi’leks begin the game with one rank in either Charm or Deception. They still may not train Charm or Deception above rank 2 during character creation. When making skill checks, Twi'leks may remove ■ imposed due to arid or hot environmental conditions
Kill with Kindness 2 Remove ■ per rank of Kill with Kindness from all Charm and Leadership checks.
Grit 1 Gain +1 Strain Threshold
Plausible Deniability 2 Remove ■ per rank of Plausible Deniability from all Coercion and Deception checks.
Toughened 1 Gain +2 Wound Threshold
Inspiring Rhetoric 1 Take the Inspiring Rhetoric action; make an Average ( ♦ ♦ ) Leadership check Each success causes 1 ally in close range to recover 1 strain Spend advantage to cause 1 affected ally to recover 1 additional strain.
Scathing Tirade 1 Take a Scathing Tirade action; make an Average Coercion check. Each success causes one enemy in close range to suffer 1 strain. Spend advantage to cause 1 affected enemy to suffer 1 additional strain.
Dodge 1 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.

Background

Day is a hopeful, kind, and caring person. She wants to make people safe. She wants people to be happy. She also does not want to die.

This is why being the next in line to inherit a membership of the head-clan sounded, to put it lightly, unappealing to her.

She had seen three generations of head-clans leave and die already. Her great-grandpa was supposed to live far longer than he had, but was seemingly assassinated when she was only 4. This happened in front of her very eyes.

At this point, her family had begun training her in matters of politics to prep her however soon the day should come.

Then, her grandfather died. Heart attack. Stress from helping govern the city, people had joked.

At age 10, this did not seem like a funny joke to Day.

Thus, her father and her uncle took up the role. Day did not feel like she had a father for most of her life because it was always assumed he would take on the role at some point. He was always training for it, always working to help his elders and assure himself the role.

It was not a tragedy to her when he, like her great-grandfather, was killed when she was 23. This time, a stray shot while trying to calm a riot outside the government building.

What did distress her was the loss of her uncle, exiled along with the three other head-clan members. She did not get to say goodbye to him. Her uncle had always taught her to be the kind of person she wanted to be. To love what and who she loved, how ever she chose to love it. He taught her and her brother a number of card games, little life tricks, where to get the best deals on candies in the city, how to disguise herself, how to lie--every skill she actually valued could probably be pointed to her uncle.

And she knew he was dead when her father got shot. That’s how it worked.
She left a week before she was to take up the position.

Since then, she has been on the run, trying to find a way to dismantle the system without having to sacrifice herself to it.

She never uses her real name if she can help it. There’s not a meaning in it she likes.

Motivation

Ambition: Power
Day strives for power. She does not see herself as a fascist, but she does want power and control over others. Though she is presently avoiding her family, she’s seeking out a method to take control of Han City and other Twi’lek cities and reserves on Ryloth. She is comfortable intimidating others and will attempt to do it more around people she distrusts.

Cause: Local Politics
Does not believe in the right to self-govern. People cannot be trusted. She will appoint herself/take on obligations that give her political advantage or favor--and she cannot refuse those that directly impact Ryloth or Han City.

Relationship: Uncle
Intends to find him, or, if he is not alive, at least evidence of his death. This is secondary to avoiding and dismantling the Han City government.

Obligations

Family: Head of the Clan
Day Shine, along with her brother and a handful of other relatives were selected to be the next generation of head-clan members in her city on Ryloth. She ran away.
(10 (+5 taken for additional credits))

Favor:
Drell, give weapons
(+5 Obligation)

Description

Other Notes

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