Sio by SioTane

Species
Anzat
Career
Smuggler
Specializations
Gambler, Assassin, Marauder, Gunslinger, Force Emergent, Infiltrator, Dark Side Acolyte, Anzati, Shadow, Thief, Mystic, Colossus, Aggressor
System
Edge of the Empire

8
Threshold 31
Current 0
Threshold 24
Current 0
Ranged 2
Melee 1

Characteristics

5
4
3
3
3
2

Skills

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

Attacks

Molecular Stiletto
Range
Engaged
Skill
Brawl
1 Hard Point / Pierce 5, Vicious 1 / 2 Threat or Despair damages; 1setback to notice
Damage
0
Critical
2
Sword
Range
Engaged
Skill
Melee
2 Hard Point. Deflection 1, Customizable 1, Lethal 1
Damage
2
Critical
2
Stun Boots
Range
Engaged
Skill
Brawl
Disorient 3(1 set back dice) Stun 3(2 adv to cause strain); 1 setback to notice
Damage
0
Critical
5

5
1750

Weapons & Armor

- Smuggler's Trench Coat
- Sword beaten out of a fighter wing

Personal Gear

- Under trenchcoat is sports bra and boyshorts

Assets & Resources

2 sisters who've had enough brains removed that they are my pets

1 young force sensitive boy with slightly less brains removed

2 siblings without too much brain damage but enough that they are loyal to a fault

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Call 'em 1 Do not add 1 Setback to combat checks due to the use of the Aim maneuverer
Convincing Demeanour 1 Remove Setback per rank from Deception or Skulduggery checks.
Dedication 7 +1 to Characteristics
Enduring 2 +1 Soak per rank
Grit 9 +1 Strain per rank
Toughened 7 +2 Wounds per rank
Force Rating 4 1 additional Force Rating per rank
Defensive Stance 3 Once/round, may perform Defensive Stance maneuverer and suffer a number of strain equal to ranks up upgrade incoming melee attacks by an equal amount
Dodge 4 When targeted by combat check, may perform a Dodge incidental to suffer strain up to ranks, then upgrade the difficulty of the check by that number
Double or Nothing 1 Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by 1. After cancelling opposing symbols, double advantage.
Frenzied Attack 4 When making a Melee/Brawl check, suffer strain up to ranks to upgrade the attack an equal amount.
Heroic Fortitude 1 May spend 1 DP to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
Lethal Blows 2 +10 per rank to Critical Injuries inflicted on opponents.
Natural Brawler 1 Once/session, may reroll any 1 Brawl or Melee check
Precise Aim 2 Once/round, may perform Precise Aim manoeuvre. Suffer strain up to ranks, then reduce target's melee and ranged defence by that number
Quick Strike 3 Add Boost dice per ranks to combat checks against targets that have not acted yet this encounter
Rapid Reaction 2 Suffer strain up to ranks to add an equal number of success to initiative checks
Second Chances 1 Once/encounter, choose a number of positive dice equal to ranks and reroll them.
Sorry About the Mess 1 Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Stalker 6 Add Boost per rank to all Stealth and Coordination
Targeted Blow 1 After making a successful attack, may spend 1 DP to add damage equal to Agility to one hit.
Up the Ante 1 When gambling, win 10% more credits per rank
Spitfire 1 After a successful combined check with two Ranged (L) weapons, additional hits can be allocated to other targets within range of the weapon.
Indistinguishable 1 Upgrade difficulty of checks to identify character once per rank
Sleight of Mind 3 Add Boost to all Stealth checks unless the opposition is immune to Force powers.
Jump Up 1 Once/round may strand from seated or prone position as an incidental
Natural Rogue 1 Once/session, may reroll any Skulduggery or Stealth check
Master of Shadows 1 Once/round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
Clever Solution 1 Once/session, make one skill check using Cunning
Plauseable Deniability 3 Remove one setback per rank from all coercion and deception checks
Fearsome 3 When an adversary becomes engaged with the character, the character may force them to make a fear check, with equal difficulty to the rank
Intimidating 3 Suffer a number of strain to downgrade difficulty of coercion checks, or upgrade difficulty by coercion checks to an equal number up to rank
Force Talisman 1 Once per encounter, spend 2 strain to gain an additonal force pip on the next force power
Dark Side Adept 1 Once per session when inflicting force damage, spend 1 destiny point to increase the damage of a force attack by 1 per black force pip, generate 1 conflict each session
Intense Pressence 1 Spend a destiny point, regain strain equal to pressence
Uncanny Senses 1 Boost die to perception per rank
Sense Advantage 1 Once per session, add 2 black die to an NPC skill check
Rapid Recovery 1 When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
Well Rounded 1 Make 2 skills career skills
Shroud 1 Spend 1 destiny point to hide user's force powers and become undetectable via force powers for an encounter
Street Smarts 2 Remove one black per rank from Streetwise or Underworld rolls
Black Market Contacts 2 Reduce rarity of black market goods by 1 per rank and reduce base cost by 50% per rank
Resolve 1 Suffer 1 less strain per rank when taking strain damage, minimum of 1 strain
Uncanny Reactions 1 Add 1 boost die per rank to vigilance checks
Nobody's Fool 1 Coercion, charm and deception checks against user are upgraded by 1 per rank
Indominatable Will 1 Once per encounter, as a maneuver, suffer 3 strain to negate damage up to force rating by committing force die and suffer 1 strain per turn this is active
Power From Pain 1 Once per session, may spend 1 destiny point to gain 1 force rating from each critical injury

Force Powers

Force Rating
6
Power
Influence
Description
White force pips generate positive emotions, black force pips generate negative emotions. Each force pip used generates 1 strain on the target. Spend force pips to increase the number of targets, 1 extra per pip. You can add force dice to coercion, charm, deception, leadership or negotiation, each pip is either a success or advantage choice of the user.
Upgrade Effect
Power
Move
Description
The force user can move small objects via the power of the Force. The user may spend a force pip to move one object of silhouette 0 that is within short range up to max range. You can a force pip to increase the silhouette size by 2. Max range is medium. The user can tear objects out of secure mounts or opponents grasp.
Upgrade Effect
Power
Farsight
Description
User can spend force pips to ignore the effects of darkness or blind for medium range. Spend force pip to make out fine details on a single object within medium range. You can add force die to vigilance and perception checks, each pip is either a success or advantage choice of the user
Upgrade Effect
Power
Enhance
Description
When making an athletics check, the user may roll an Enhance Power check as part of the roll. The user may spend force pips to gain success or advantage. Enhance can be used with the resilience skill. Enhance can be used with the brawl skill.
Upgrade Effect
Power
Terrify
Description
Gain 1 conflict every session. Make a 2 purple coercion check, adding force die per force rating. Disorient one target within medium range per success for 1 round. You can spend 2 advantage to extend the duration. You can spend 1 force pip to immobilize the target completely. Spend triumph to stagger.
Upgrade Effect
Power
Harm
Description
Spend force pips to inflict wounds equal to Intellect to a target within short range, this generates 1 conflict. You can spend 2 force pips to affect up to 3 extra targets. You can heal strain equal to pips spent and heal wounds equal to wounds inflicted. You can spend a force pip to increase the damage by 2. Once per session, if it kills someone you can revive someone for 7 conflict.
Upgrade Effect
Power
Bind
Description
The user may spend force pips to immobilize the target within long range until the end of the user's next turn. If any dark force pips are used, the target suffers 1 wounds per pip. You can spend 2 pips to effect 2 additional targets. You can extend the duration by spending 3 pips. You can spend 1 to disorient the target for 2 rounds. You can spend 1 pip to make the target take strain equal to willpower.
Upgrade Effect

Background

Motivation

Obligations

Addiction
Addicted to luck (42)

Obsession
Force sensitive children have the best luck

Description

Other Notes

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