Elric by SirWeasel

Species
Human
Career
Sentinel
Specializations
Artisan
System
Force and Destiny

10
Threshold 15
Current 15
Threshold 13
Current 8
Ranged 2
Melee 5

Characteristics

2
2
3
3
3
2

Skills

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

Attacks

Lightsaber: 9 dam
Range
Engaged
Skill
Lightsaber
Damage
Critical

45
430
3520
5/ 7

Weapons & Armor

Terkoiz Lightsaber:
Dam:+9,
Crit: +3,
Bre: +1,
M. Def: +1,
Sunder 1. Parry 1. Remove setback dice when attacking. Whenever the wielder uses the Parry talent, add 1 boost die to next combat check.
- Sorian Crystal, Crossguard Hilt, Thisspiasian Stabilizer

Beskar Armor (w/ Cortosis?): 8 Soak, +3 M. Def, +2 R. Def. Ignores Breach and Pierce.

Beskar Gauntlet (L) w/ Energy shield:
+1 Soak, +2 M. Def. Immune to Breach and Pierce. Spend 2 Adv to Stun. Gain 2 STRAIN to PARRY (-1) either Ranged or Melee attacks,

Mandalorian - Beskar Helm:
Breathe in conditions normally asphyxiating, underwater 2 hours, but not space. 1 Enc

Personal Gear

Beskar Gauntlet (R) w/ Grapple Hook + Flamethrower
GrappleHook: Med Range, Li Ag check. Can pull Sil 0 toward me.
Flamethrower: 5 Dam, Short Rang Li Ag check, Crit 2, Burn 2, Blast 2, Pierce 2, Vic 3

6 Darkside Grenades (Gas cloud that burns from lungs outward) (1 Enc per 3)

3 Frag Grenades, 8 Dam, Short Range Light, Blast 6, Crit:4

4 Stun Grenade, 8 Stun, Short Range Light, Blast 8, Disorient 3

6 Remote Detinite. 15 Dam, breaches walls and stuff

Backpack: +4 Enc

Utility Belt: +1 Enc

Trip Wire Spool: 25c
50' + 15'

Climbing Gear: 1 Enc

1 Medical Bag (Cures Crit Wound - +2 Blue Med Check) 1 Enc

2 Stim Packs

1L Bacta (Cures Crit Wound)

5 Field Rations: (Heal 2 Strain)

Lock Pick Set (+2 Blu Skullduggery): 1 Enc

Weapons (+Armor) Maintence Kit: +2 Blu on Mech. checks when modding, repairing, maintaining

1 Flask Whiskey

Ceremonial bracers from Hintako

Assets & Resources

1 Ranged: Li Book
1 Negotiation Book
1 Medicine Book
Triumph allows for easier read for next time
1 REACTOR Blueprint (huuuge)
1 FLAMETHROWER Blueprint

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Shien Technique (FORCE) 1 Shien Lightsaber with (Cun) instead of (Br).
Street Smarts 1 Shien When doing Know (underworld) and Streetwise checks, remove 1Black per rank
Mental Tools (FORCE) 1 Artisan Always count as having correct tools.
Fine Tuning 1 Artisan When repairing system STRAIN, repair +1 per rank
Solid Repairs 2 Artisan When repairing hull TRAUMA, repair +1 per rank
Grit 1 Artisan Add +1 STRAIN Threshold per Rank
Toughened 1 Shien Add +2 WOUND Threshold per Rank
Inventor 1 Artisan When constructing items/ making modifcations, add 1Blu or remove 1Bla per rank
Conditioned 1 Shien Remove 1Bla from Athletics and Coordination Checks, AND reduce 1 STRAIN and 1 WOUND from fall damage per rank
Parry (Active) 3 Shien + Lightsaber Suffer 3 STRAIN to reduce WOUND by (2 + Parry Rank)
Side Step (Active 1 Shien Suffer (x) STRAIN to increase difficulty of 1 Ranged attack against you.
Force Rating 1 Aristan +1 Force Rating

Force Powers

Force Rating
3
Power
Enhance
Description
When making Athletics (Br) Check, roll Enhance Power check as part of pool. Spend FORCE to gain 1 success or advantage.
Upgrade Effect
Power
Manipulate
Description
Spend FORCE to have vehicle/ship recover 1 system strain.
Upgrade Effect
Power
Heal/Harm
Description
HEAL: Spend LIGHTSIDE FORCE to heal wounds equal to (INT) from target that is engaged (or self).

HARM: Spend FORCE to inflict wounds equal to (INT) to engaged target. Gain +1 Conflict
Upgrade Effect
Magnitude 2 Spend FORCE, Add (2) targets as recipients. (3 total)
Control Do 3 Dif Med check, + the Heal check. Success=Heal wounds + Crit Wounds
Do Med Check vs Resil Check. Success=Inflict CRIT injury + Harm WOUNDS. Every 2 Adv=+10 Vic
Power
Move
Description
Spend FORCE to move object (Sil 0) from short range to max range.
Upgrade Effect
Control 3 Hurl objects, roll Discipline Check + Move Power Check. Deal Damage equal 10x Sil. (Sil 0 = 5 damage).
- Can also pull things out of others' grasps and secure places.
- Can manipulate things as if they were in my hands
Range 2 Spend FORCE to increase Max Range x 2
Strength 1 Spend FORCE to increase Silhouette x 1

Background

Human male. As a child, I was the younger brother of a genius sister -Jarynn. She was ill, much like I was, due to the polluted air of the mining towns of Kor - Arruda. Both of us children of an abusive father. Initially, I relied too much on him, viewing him as a keeper of our lives. We tried to do anything to please him. But that wasn't enough. He sold my sister into the slavery to the Scorched Earth Cartel. He was too foolish to learn to work properly, resorting to a drug and spice trade, yet he would use his own supply, resulting in angering of his "employers". In the end I didn't need him. He wasn't worth my time. The day two Devaronians came to me ask for some cut of some deal that went south, I pointed to my Father's home, and then left.

Hopefully I can find my sister, but I'm doubtful she's still alive. A woman who can't breathe properly and needs breathmask isn't the most attractive to look at.

Motivation

Prideful. Utilizing honed abilities in understanding mechanical things and fighting prowess to bring the unworthy to their knees.

Reuniting with my sister.

Morality

True Neutral. Right and wrong are subjective. At what cost should maleficence be allowed to exist? Is saving the few better than saving the greater number? What if the few are capable of causing greater change than the many? All factors must be considered, regardless of the will of the force.

Live by my own principles not by laws of others.

Description

Other Notes

Mooredew, starting area.
Crest of Zic pinned on Devarorians in bar, space Mob. The Suns is conglomerate of multiple families, currently looking to expand. Investigating a darkside attack on Mooredew by going to Arruda. Darkside cult acting under the name of "Scorched Earth" Cartel.
Suns (specifically the Zic Family (or the "purple sun")) are hunting the Scorched Earth.

Teri Zic (woman), Osam Zic (her neice). Osam is missing, last seem going to "Nothing But Net," ties with her distributors in Arruda. Osam brought to monastary, to purge darkside that crazed her.

HerSay, (mining town, Kyber) en route to Arruda

Arruda, Scorched Earth cartel hides in mountside/mineshaft. Opening in cavern, contains Carbonite and minimal Cortosis. REACTOR Big Blueprints, town name underneath. FLAMERTHROWER Attachable to ships/building Blueprint Smaller town in mountains.

Hintako, sprawling city, fishing algroculture, did the beach episode there.

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