Odteg (Erod'te'gac) by Odteg

Species
Chiss
Career
Technician
Specializations
Outlaw Tech, Gadgeteer, Force Sensitive Exile
System
Edge of the Empire

5
Threshold 16
Current 0
Threshold 13
Current 0
Ranged 1
Melee 0

Placeholder Image

Characteristics

2
4
4
2
2
1

Skills

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

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Auto-fire, Laser Sight (+1 Advantage on all) Stun Setting (Can choose to do Strain damage)
Damage
5 + Successes
Critical
4

40
380

Weapons & Armor

Padded Armor (2 soak, 1 Ranged)
Light Blaster Pistol (Laser Sight, Rapid Recharge XCiter Mod)

Personal Gear

Tool Kit (contains gear needed for most mechanics checks)
Slicer Gear
Plasma Torch
Dataspike x3
Rebreather
Stimpak x2

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Infravision 1 Racial Chiss can see across the Infrared spectrum. You may remove 1 setback die (1 Black Die) from checks caused by lighting.
Utinni! 2 Edge Corebook, 145 You may remove setback dice equal to ranks in Utinni from checks made to scavenge or find items and gear. These checks take half the time they normally would.
Grit 1 Edge Corebook, 136 Each rank of Grit increases the character's strain threshold by one
Solid Repairs 1 Edge Corebook, 143 You repair +1 Hull Trauma per rank of Solid Repairs when you repair a vehicle or starships
Utility Belt 1 Edge Core, 145 You may spend one Destiny Point as an incidental to produce an item from your pockets that is not specifically mentioned. The item may not have a rarity higher than Four, and cannot be a weapon unless it has the Limited Ammo (1) quality.
Speaks Binary 1 Edge Core, 143 The character grants 1 boost per rank of Speaks Binary to any tasks he directs a nonplayer droid to perform.
Tinkerer 1 Edge Core, 145 The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one.
Jury Rigged 2 Edge Core, 138 The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor’s ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor.
Inventor 2 Edge Core, 137 When constructing new items or modifying existing attachments the character may choose to add □ Boosts or remove ■ Setbacks from the check per rank of Inventor.
Dedication 1 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Brace 2 As a maneuver, the character may Brace themself. This allows a character to remove a setback per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.
Toughened 2 The character increases their wound threshold by two per rank of Toughened.
Defensive Stance 1 One per round on the character's turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. They then suffer a number of strain no greater than their ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way.
Point Blank 1 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 range or engaged.
Known Schematic 1 Once per game session, the character may spend a maneuver to make a Hard Knowledge (Education) check. Success means the character is familiar with a building or capital ship’s design. He now knows the location of critical components or facilities within the ship or vehicle, as well as his own location. He can also plan unconventional routes around onstacles. Additional Successes, Advantages, or Triumphs results can reveal other useful information at the GMs discretion.
Disorient 1 After hitting with a combat check, the character may spend two advantage results to disorient their foe. Disoriented targets add a setback dice to all skill checks. The target is disoriented for a number of rounds equal to the character's ranks in Disorient.
Armor Master 1 When wearing armor, increase total Soak value by 1.
Uncanny Senses 1 Add 1 boost per rank of Uncanny Senses to all Perception checks.
Uncanny Reactions 1 Add 1 boost per rank of Uncanny Reactions to all Vigilance checks.
Sense Advantage 1 Once per session, may add two setbacks to 1 NPC skill check.
Witchcraft 1 The character gains Force rating 1.

Force Powers

Force Rating
1
Power
Sense
Description
Odteg can sense the Force interacting with the world around him.
User may spend 1 FP to sense all living things within a short range (including sentient and non-sentient beings). (May not be activated multiple times.)
User may spend 1 FP to sense the current emotional state of one living target with whom he is Engaged. (May not be activated multiple times.)
Upgrade Effect
Control Spend 1 FP to sense the current thoughts of one living target with whom he is Engaged. (May not be activated multiple times.)
Range Spend 1 FP to increase powers range by a number of bands equal to 1 Range bands.

Background

Odteg was a hardworking creative software engineer for one of the biggest intergalactic corporations there is, Czerka. His father, Uurek, and mother, Nehara, were also software engineers and so too would his sister, Jurana (Reju'rana'ran), likely be one day. It didn't so much run in the blood as the corporation owns select family lines and assigns them to specific jobs, jobs they're skilled at, but jobs that their family will remain working at for countless lifetimes. Still, it was a good job to have, and paid the bills. Funny how everything can change in an instant.

One day there was an incident in the working sector Czerka had set-up on Nar Shaddaa, some say it was chemical testing, others say it was a biohazard leak, still others think it was a form of test on the working population of the area. Either way this was the sector Odteg's family lived in, and while Odteg was away on a job his mother and father both passed away, and his sister was left critically injured. His sister would require serious medical aid, the incident left her not only in a coma but with several severe wounds requiring expensive cybernetic and bionetic organs and limbs.

The kind of money Odteg required to keep his mother alive wasn’t the sort of thing you get overnight, and in fact the family had little savings. Odteg made a bold move, he went to the Exchange. He borrowed a sizable sum of money all with the promise he would pay it back… Somehow… The Exchange boss of the area, Salo Vega, wouldn’t normally make such a deal, but he had his eyes on Odteg’s skills as a slicer and techie. Once Odteg couldn’t make his first payment Vega had a payment plan all set up and it included several illegal pieces of software and a number of questionable jobs. Odteg could not refuse, and the jobs offered a way for Odteg to make a little money back. At the same time, he still needs to keep Czerka happy to keep money flowing in for his sister and living expenses.

And all Odteg can think every day is “What if I could find just one big score to get out of all this?” Keep dreaming, kid, big scores always come with a big cost.

Motivation

Odteg's family is sick. They used to be up and coming business-people, but ever since coming down with this illness they've had to rely on The Exchange to stay alive. They're all too happy to help, though, and would do anything to help out their family.

Obligations

Drugs

Description

Odteg is a 6'3" Male Chiss, 32 years old, with a frail build, black hair, and red eyes. He dresses in a vest with a hood, the vest is made of a special material that absorbs light but it basically just looks black. Under the vest he wears a shirt for an old Jizz band that doesn't play anymore and cargo pants with lots of pockets that look like they've been worn for a lifetime or two.

Other Notes

Auto-fire:
A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-fire is that it has the chance to hit multiple targets or hit a single target multiple times.

Attacking with a weapon on Auto-fire is generally less accurate, and the attacker must increase the difficulty of the attack check by 1 purple die. The user may choose to not use the Auto-fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.

If the attack hits, the attacker can trigger Auto-fire by spending 2 Advantages Auto-fire can be triggered multiple times. Each time the attacker triggers Autofire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled success on the check.

These additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must deci to do so before making the check. Furthermore, if h wishes to hit multiple targets, his initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is the initial target). The initial hit must always be against the initial target. Subsequent hits generated can be allocated to any of the other designated targets.

Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost; the Critical must target the target of the specific hit.

Dataspike:
Dataspikes, also known as slicers' spikes or computer spikes, are a common tool for bypassing computer security. While expert Slicers sometimes craft advanced examples to break into particular systems, a typical Dataspike can be put together to work with any computer. Once installed in a system, a Dataspike releases a barrage of junk data that overwhelms security, allowing the user a window in which to access the secured systems. Dataspikes are typically designed to burn out after use, leaving behind minimal evidence.

Once per round, a character with a Dataspike may expend it to attempt to disable a security program as a Maneuver (rather than as an Action). This can include the use of the Disable Security Program action. Reduce the difficulty of the subsequent Computers check to disable the program by 2, to a minimum of Simple (—). After one use, the Dataspike burns out and becomes useless.

Stimpack:
Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products.

Stimpacks heal a fixed amount with no roll necessary. The first stimpack used on a character automatically recovers five Wounds. The second stimpack only recovers four Wounds, the third stimpack recovers three Wounds, and so on. This means that a sixth stimpack will have no effect, as the target's body is too over-saturated with the medicine to be effective.

It requires one Maneuver to inject a stimpack. The character administering the stimpack must be Engaged with the target to treat them. Characters must spend a full night's rest or wait at least 24 hours before stimpacks can be used at their full effectiveness again. A character with a free appendage may apply a stimpack to themself with one Maneuver as well.

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