Darth "Rumor" by Lyran01

Species
Bothan
Career
Sith Alchemist
Specializations
Pilot, Mechanic, Charmer , navigator. alchemist
System
Edge of the Empire

6
Threshold 11
Current 11
Threshold 12
Current 12
Ranged 6
Melee 6

Characteristics

2
6
5
3
6
5

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 4
Athletics (Br) 0
Charm (Pr) X 2
Coercion (Will) X 0
Computers (Int) X 3
Cool (Pr) X 2
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) X 2
Mechanics (Int) X 3
Medicine (Int) X 4
Negotiation (Pr) X 2
Perception (Cun) X 3
Piloting: Planetary (Ag) X 5
Piloting: Space (Ag) X 4
Resilience (Br) X 0
Skulduggery (Cun) X 3
Stealth (Ag) X 3
Streetwise (Int) X 2
Survival (Int) X 1
Vigilance (Will) X 2
Brawl (Br) X 0
Gunnery (Ag) X 4
Lightsaber (Pr) X 3
Melee (Br) 0
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 2
Knowledge: Outer Rim (Int) X 2
Knowledge: Underworld (Int) X 3
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 3

Attacks

Grenade launcher/frag grenade
Range
Short
Skill
Ranged: Light
knockdown, ensnare 3/blast 6
Damage
8
Critical
4
varpine heavy shatter rifle
Range
Extreme
Skill
Gunnery
accurate 2, knockdown, pierce 6
Damage
15
Critical
2
stun grenades
Range
Short
Skill
Ranged: Light
stun damage/ blast 6
Damage
8
Critical
3
Shantih Lightsaber crossguard side blades, arcing red blade
Range
Engaged
Skill
Lightsaber
Breach 2, defense 1, sunder 2
Damage
10
Critical
2
Black Opal Lightsaber
Range
Engaged
Skill
Lightsaber
, +1 dark side point, breach1
Damage
15
Critical
2
Cesium 137 radiation rail gun
Range
Long
Skill
Gunnery
vicious 5, accuracy +3, breach 1
Damage
10
Critical
1
The Noisy Cricket
Range
Long
Skill
Ranged: Light
accuracy 3, 15 rounds/clip x 2, Enc 1, Hp 1, breach/pierce 1, auto setting / 2 advantage to hit a second target
Damage
10
Critical
2

0
250
10

Weapons & Armor

Bio Cybernetic arm +1 agility, built in scanner: biological and heals itself when I consume it's components. Bio Trid 1
TBio rid 2 Biofeedback regulator +2 cybernetics, biological cybernetics upgrated. Biocybernetics immune to EMP.
Bio Cybernetic Leg +1 agility
Bio cybernetic Trid 2 :+1 Astrogation +1 Int
bio Cybernetic +1 presence, the Trid Delux :all bio cybernetics minnue to EMP. + 2 ranks to implants by Biocybernetics.
+1 agility Cybernetic arm, emp shielded
+1 willpower, Cybernetic focus (12,500 for both cybernetics with shielding) enhancement implant, emp shielded.
Cybernetic upgrade: eternal fleet piloting during combat Lyran gets willpower in actions + what crew does and when "plugged in" gets stupid range Telepathy augment, the index finger is the jack
meditation 1 rank
pilot eternal fleet one rank
Zakuul culture one rank +1 presence cybernetic w ion shielding
On ship in case I need it: 1 Reflective Body Suit +3 soak, drops to 2 when hit, then 1; can be repaired.

Personal Gear

bandolier. turn it off when you dont need it. t3 enc/ def +6 ablative (rechargable, run passively get weaker each time they're hit)
sith alchemy skin armor
+4 soak / +3 melee and ranged def/ enc 3 and 3 HP: Sith alchemy armour

Assets & Resources

360 hut credits // k $23,000 group funds for stims.
Riddle is ZI .

We have private guarded garage on Tattooine, and Speed Breka & Rykie Belle are there.
Cu Dubh is in the hanger on the Taina.

Critical Injuries & Conditions

+2 Blue on science rolls from Lothac Int biocybernetic yyy

Class skills Sith Alchemy (int): 5 rank
: Sith Alchemy specialization: genetic manipulation// rakghoul focus: 4 ranks

Talents

Name Rank Book & Page Description
Convincing demeanor 1 Charm: when making checks spend triumphs for additional success in smooth talk
gearhead 2 remove one black setback dice from mechanic checks, reduce cost by half to add mods to attachments
grit 3 +3 strain threshold
Kill with kindness 1 remove one black set back dice from leadership and charm rolls
Smooth Talker 1 Charm: when making checks spend triumphs for additional success in smooth talk
Toughened 1 +2 wound threshold
fine tuning 1 when repairing a ship or system remove +1 system strain per rank
galaxy mapper 1 Remove one setback black dice from every astrogation check, half the time to get there
Lets Ride 1 once per round may mount or dismount cockpit or weapon station as an incidental
Improved Full Throttle 2 take a full throttle action make a 2 setbacvk black setback dice check to increase a vehicle top speed by 1 for a number of rounds equal to cunning
Natural Pilot 1 1 per session may reroll any one space piloting or planetary piloting check
Skilled Jockey 2 Remove 1 black dice per rank of skilled jockey from planetary & space piloting checks
Redundant Systems 1 once per session, may take a redundant systems easy mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device
Inspiring Rhetoric 1 take the inspiring rhetoric action make an average leadership check w 2 purple each success causes 1 ally in short range to recover 1 strain. spend one advantage to cause one affected ally to recover 1 additional strain
Solid Repairs 1 when repairing hull trauma on a ship repair one additional hull trauma per rank of solid repairs
Ancient Tech 1 +1 anything with ancient tech
master pilot 1 once per round when piloting take 2 strain to take any action as a maneuver
Dedication 5 +1 on ability score
shortcut 1 add a blue in chase roll to catch or evade an opponent per rank
planet mapper 1 remove one rank black per rank to survival or streetwise checks on navigation and they take half the normal time
preemptive avoidance 1 may spend destiny point to disengage from an engaged enemy as a force incidental
Uncanny Senses 3 add blue per rank to perception checks
Force Rating +1 4 Force Rating Plus Two
Master Sharhopper 1 may take 2 strain to make next astrogation roll easier
Stimpak Specialization 1 stimpaks heal 1 additional wound point per rank
Reserarcher 1 remove 1 black setback from knowledge checks, researching a subject takes half time
Blooded 1 add 1 blue for each rank, to resist or recover from poisons, venoms, or toxins reduce duration of ongoing poisons etc by 1 round per rank to a minimum of 1
stimpack activation 1 make stim application action average 2 purple check if successful 1 ally gains 1 characteristic but takes 4 strain until end of encounter
alchemical arts 2 after making a check to craft a potion or talsiman may suffer strain up to twice the ranks in alchemical arts for every 2 strain add 1 black or white to the result
improved blooded 1 hard resilience check to immediately recover from all poisons and side effects of drugs reduce diffeiculty checks per ranks of blooded
transmogrify 1 making a crafting check force die no greater than force rating, spend 1 light/2 for a success dark for advantage,
psionic shard 1 int damage 1 per dark side roll on discipline check
beast speech 1 talk to beasts and animals, telepathy w droids and gemini pilot eternal fleet enhance
Knowledgeable Healing 1 When healing an ally spend 1 destiny point to heal additional wounds equal to ranks in xenology / medicine
Ally Asenjj Ventriss 1
identify ingredients 1 After being exposed to a substance, as an out of turn incidental, you may roll force no greater than rating spend 2 force to identify components and effects
Improved Concoction 1 once per session, make a hard check, knowledge xenology up to force rating to create dose or poison with rarity =- intellect ,minus successes plus force spent or lower spent or lower
Resist disarm 1 take 2 strain to avoid being disarmed, or having weapon damaged or destroyed
Parry 5 when hit by a melee attack take 3 strain to reduce damage by 2 plus ranks in Parry
Makashi Technique 1 when using lightsaber may use presence instead of brawn.
Duelist Training 1 Add a blue to lightsaber or melee checks when only engaged with one opponent
Intense Presence 1 Spend 1 destiny point to recover strain equal to presence rating
Surpressing Fire 2 one per round character and allies can spend advantages on a failed combat check to do 1 strain damage per rank of surpressing fire.
Prime Positions 2 when this character or an ally in short range takes cover they add one soak per rank until they leave cover
sense danger 1 once per session remove two black setback die from a check
Feint 1 Spend a triumph or 3 advantage to upgrade the difficulty of the opponent's next roll based on ranks of Feint
Defensive Training 1 When wielding a lightsaber gain one rank of defense from each rank of defensive training
Rat Ghoul/ Sidhe/She Ally 2 trading culture lessons for assistance on Oddessa rolls +1, 2nd rank she comes with on ship
Prescient Shot 1 add +1 blue to all ranged light attacks unless target is force immune
Forewarning 1 Perform forewarning actions All allies in medium range increases defense by character force rating until they act in the encounter
Blind Spot 1 this character and allies in short range add advantage to combat checks while benefiting from cover
Swift 1 Do not suffer the usual penalties for moving through difficult terrain
Coordinated Assault 1 A number of engaged allies equal to leadership ranks add advantage to their combat checks until the beginning of next turn, range increases 1 by each rank of coordinated assault.
Rakgoul Advocate/ Tashia Acolyte 2 learning Rakghoul lore and culture/ways , tending the tribe
Prophetic Aim 1 while benefiting from aim, despair on the ranged heavy/light attack cannot injure an ally.

Force Powers

Force Rating
8
Power
communication /navigation focused
Description
dark side power/ training with Zakuul style of not good or evil. Tool. studying with Zi and Arbiter. Discipline based.
Upgrade Effect
Telepathy enhances piloting & navigation
Power
Unleash
Description
force user unleashes blasts of power on enemies. Unleash basic power check discipline 2 diamond diff, as a ranged attack if it succeeds spend 2 force points the attack hits short range and does base damage equal to willpower, a critical rating of 4
User gains 1 conflict
Upgrade Effect
Magnitude 1 rank Spend one force point to effect one additional target within range for each rank of magnitude purchased
Riddle Taught +1 dark side point when Lyran uses this power because Riddle Taught her
Range 1 rank spend 2 dark side points to increase power's range bands equal to range power ranks purchased
strength 3 ranks add + 2 damage to Unleash power one per each rank of strength purchased
Power
Manipulate
Description
The force user shapes machine components on a molecular level allowing them to repair damaged mechanical systems. Force user may spend 1 force to cause 1 vehicle or starship they are engaged with to recover 1 point system strain User may activate multiple times
Upgrade Effect
control 1 rank ongoing effect commit 1 destiny point one damaged item or weapon becomes undamaged
control 2 rank ongoing effect commit 1 destiny point increase system strain threshold at engaged range vehicle or starship by 3 per destiny point commited.
strength 1 rank when using this power spend 1 force point to cause targets to recover +1 additional strain or heal one additional wound per each strength upgrade purchased
Power
Harm
Description
Spend force point to inflict damage equal intellect on engaged living target
Upgrade Effect
range spend force point to increase power's range by one range band per rank of range purchased
magnitude 3 ranks spend 2 force points to add 1 target in range per rank of magnitude purchased
Control if dark side force points were used User heals strain equal to the wounds inflicted
Control Heal May spend force points to heal wounds equal to wounds inflicted on target.
Power
Move
Description
Can move small objects with the force , sillhouttee zero is basic, goes up 1 per each rank of strength.
Upgrade Effect
control can hurl objects to damage targets making a ranged combat check with a move power check doing damage of 10 times silhoutte
Strength Increase sillhoutte by one size per rank of strength purchased
Range -2 ranks Spend a force point to increase power's range by a number of range bands equal to ranks in Range upgrades purchased
control 2 Can pull objects out of a secure mount or out of an opponent's grasp
Magnitude-3 ranks Increase number of targets affected by number of ranks in magnitude
Power
Battle Meditation
Description
Force user coordinates allies in battle making them more effective, May spent a force point for one automatic success to all checks made by friendly targets up to their presence before the end of next turn.
Upgrade Effect
range -1 may increase range by number of range bands equal to ranks in range
magnitude-1 may increase number of targets by number of ranks of presence in magnitude
Power
Sense
Description
user can sense force in the world around them. May spent a force point to sense all living beings around them. May spend a force point to sense the emotions of one living target user is engaged with
Upgrade Effect
magnitude -1 rank May spent Force points to increase the number of targets equal to ranks in magnitude
control User may spend one force point to be aware of the current thoughts of the individual they are engaged with
Power
Influence
Description
the character may attempt to guide, shape and even twist the thoughts of others. Only dark side may be used to generate rage, fear, hatred while light side is used to generate or shape positive emotions and responses. Confusion can be generated with light or dark. Can spend one force point to strain the mind of a living target causing one strain
Upgrade Effect
control -1 may make an opposed discipline versus discipline with influence force roll to cause target to believe something untrue or to adopt an emotional state for 1-5 minutes
magnitude 1 may increase number of targets by number of ranks in magnitude
control- 2 when making charm, coercion, leadership, negotiation roll add force influence power check to the roll, may spend force points on successes or advantages.
Power
Psychic attack/ defense
Description
uaw physical force powers telepathically: force unleash, harm telepathically to harm/attack or defend against attack. Must go up within a point of each other
Upgrade Effect
4 ranks defense
4 ranks attack

Background

Smuggler pilot racer

Motivation

Recognition for piloting skills, not dying. Saving the galaxy and podracing. Evolving the Rahk Ghouls back to sentient species with their autonomy intact. Editing a virus to change the infected rahk ghouls to accelerate this process, duplicating and hopefully expediting what Zilena did on Odessa for the other infected planets and asteroids.

Obligations

--Sith Apprentice

Description

Other Notes

16 stun grenades, 15 frag grenades, 18 stims bought from Huts,
Dark side potions: 3, I keep a stock of three on hand, it takes 1 day to make one. Light side, with Zolin's help we can make one per week; Zolin has the one we made him.
Dark side combat stim: +2 agility, Brawn, Willpower, +4 soak, immune to pain duration 10 hours; ignores skill caps.

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