Sera'aam Syryn by SammiEmN

Species
Mandalorian
Career
Colonist
Specializations
Marshal, Padawan Survivor, Death Watch Warrior
System
Edge of the Empire

5
Threshold 19
Current 16
Threshold 15
Current 13
Ranged 2
Melee 2

Placeholder Image

Characteristics

2
4
2
2
2
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 2
Charm (Pr) X 2
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) X 0
Discipline (Will) 2
Leadership (Pr) X 2
Mechanics (Int) X 2
Medicine (Int) 0
Negotiation (Pr) X 2
Perception (Cun) 0
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) X 2
Brawl (Br) 2
Gunnery (Ag) 0
Lightsaber (Br) X 0
Melee (Br) 1
Ranged: Light (Ag) X 4
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 3
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Clan Syryn Five Shooter
Range
Short
Skill
Ranged: Light
Accurate 1, Point Blank 4
Damage
5
Critical
4
CR-2 Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting, Point Blank 4
Damage
7
Critical
4
Flashfire Pistol
Range
Medium
Skill
Ranged: Light
Disorient 1, Stun Setting
Damage
5
Critical
3
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+1
Critical
2

30
1005
1013
11/12

Weapons & Armor

Mandalorian Armour
Clan Syryn Five Shooter
CR-2 Heavy Blaster Pistol
Flash fire
Vibroknife

Personal Gear

Comlink (handheld)
Mk. VI Modular backpack (1 pouch)
Utility Belt
One (1) can spray stick solvent
Jet pack, kriff yeah
Stimpack x3

Assets & Resources

2x Light Blaster Pistol (broken)

Critical Injuries & Conditions

49

Talents

Name Rank Book & Page Description
Grit 3 Gain +1 strain threshold
Toughened 3 Gain +2 wound threshold.
Street Smarts 1 Remove [setback] per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
Bad Cop 1 May spend [Adv. Adv.] from a Deception or Coercion check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop.
Quick Draw 1 Once per round, draw or holster a weapon or accessible item as an incidental.
Good Cop 2 May spend [Adv. Adv.] from a Charm or Negotiation check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop.
Point Blank 4 The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short or engaged range.
Natural Marksman 1 Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check.
Hard Headed 1 The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (this action may be specifically performed even though they are normally barred from performing actions when staggered). They make a Daunting (4 Difficulty Dice) Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy.
Durable 1 The character may reduce a Critical Injury result suffered by 10 per rank of Durable, to a minimum of one.
Parry 2 When hit by brawl, melee, or lightsaber check; may take parry incidental. Suffer 3 strain, and reduce the damage dealt by 2 plus ranks in parry. May only be used once per hit, and when the character is wielding a lightsaber or melee weapon.
Reflect 1 When hit by a ranged check; may take reflect incidental. Suffer 3 strain, and reduce the damage dealt by 2 plus ranks in parry. May only be used once per hit, and when the character is wielding a lightsaber weapon.
Sleight of Mind 1 Add [Boost] to all stealth checks unless the opposition is immune to Force powers.
Secrets of the Jedi 1 Lightsaber becomes a Career Skill. They may also decrease the difficulty of checks made to construct or repair a lightsaber hilts a number of times equal to half their ranks in Knowledge (Lore)(rounded up) to a minimum of [Easy]
Balance 1 When the character heals strain at the end of the encounter, they may add [Force Dice] per Force Rating. They recover strain equal to [Light Point] generated.
Constant Vigilance 1 May always use Vigilance when making checks to determine initiative.
Armour Master 1 When wearing armour, increase total soak value by 1
Side Step 2 Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step.
Jump Up 1 Once per round, may stand from seated or prone as an incidental.
Jetpack Expertise 1 The character may spend 1 [ADV] from their checks to remove 1 System Strain from their jetpack. They may choose the effect multiple times when spending [ADV]
Death From Above 1 Once per encounter while using a jetpack, the character may take the Death from Above action, inflicting 1 system strain on their jetpack and making a Hard Piloting (Planetary) check. If the check is successful, for each success result, one adversary of silhouette 0 or 1 within short range is knocked prone. The character may spend a triumph result from the check to stagger one affected adversary until the end of that adversary's next turn.
Conditioned 2 Remove SB per rank of Conditioned from Athletics and Coordination checks. Reduce Damage and Strain suffered from falling by 1 per rank of Conditioned.
Armour Master Improved 1 When wearing armour with a soak value of 2 or higher, increase Defence by 1
To the Death! 1 Once per seesion, suffer strain up to Willpower and add a +10 per strain suffered to critical rolls the character inflicts or suffers until the end of the encounter.
Momentum 1 Deal additional damage to first hit equal to range bands moved in current round
Hit and Run 1 After completing attack they are engaged with, may move to short range using jetpack
Dedication PR 1

Force Powers

Force Rating
1
Power
Endure
Description
Ignore crits up to Dead
Upgrade Effect
Base When the character suffers a Critical Injury with a severity rating no greater than [Easy], the character may activate Endure as an out-of-turn incidental and commit [Force Dice] to temporarily ignore the effects of that injury. The character does not apply results from the Critical Injury or add +10 to further rolls on the Critical Injury Result table while [Force Dice] remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it has been treated).
Strength Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.
Control The Character can commit one additional Force Die to temporarily ignore one additional Critical Injury per Control upgrade Purchased.
Strength Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.
Control The Character can commit one additional Force Die to temporarily ignore one additional Critical Injury per Control upgrade Purchased.
Strength Increase the severity of Critical Injury that can be affected by one per Strength upgrade purchased.
Control The Character can commit one additional Force Die to temporarily ignore one additional Critical Injury per Control upgrade Purchased.
Strength The character can use Endure to temporarily ignore a Critical Injury result of Dead.
Power
Enhance
Description
When making athletics checks, the Force user may roll an Enhance power check as part of the pool. The user may spend L/D pip to gain Success or Advantage on the check. User's choice.
Upgrade Effect
Control: Piloting Planetary Enhance Skill can be used with Piloting Planetary
Control: Coordination Enhance Skill can be used with Coordination
Control: Piloting Space Enhance Skill can be used with Piloting Space
Control: Agility Ongoing Effect: Commit Force Dice. The user increases their agility Characteristic by 1 to a max of 6
Control: Resilience Enhance Skill can be used with Resilience
Control: Brawl Enhance Skill can be used with Brawl
Control: Brawn Ongoing Effect: Commit Force Dice. The user increases their Brawn Characteristic by 1 to a max of 6

Background

Motivation

Morality
Emotional Strength
Ambition – An ambitious character sets a lofty goal for themselves and then strives to accomplish it.

Emotional Weakness
Recklessness – Reckless behavior can leave kaysh in dangerous situation or at the mercy of more calculating individuals.

Obligations

Third Lt. on Starlight beacon

Description

Ace/aro/agender
Uses she/they/kaysh pronouns

Other Notes

There's a schism amongst my people. The Aka'liit, the Mandalorian Faithful, and the New Mandalorians. The Aka'liit are beholden to the canons of honour. Conquest for the sake of conquest. The New Mandalorians have gone the opposite way to become pacifists.

The New Mandalorians have abandoned the Resol'nare, and adopted a life and society of pacifism, abandoning our heritage altogether is as untenable as waging war against the whole galaxy, a position the Aka'liit will find themselves in in due time. I believe my people can have a place in this galaxy while maintaining our culture. We must do all things with bravery and courage. We act with honour, and we can make our place in the Republic. I will show my people and the Republic that we are able to embrace the best of both worlds.

That is not my only reason for joining the Republic, however. The Republic was in the right during the excision. We Mandalorians, acting under the canons of honour, had no place in the galaxy at large, and nothing less would’ve shaken us from our ways. However, it showed what the Republic is capable of. By joining the Republic myself, I will ensure that they will not attempt another excision on a people less resilient, and less capable of defending themselves than my people are.

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