Shiri Teska by Ryldor

Species
Twilek
Career
Smuggler
Specializations
Gunslinger, Sharpshooter, Assassin, Marauder, Mercenary Soldier, Gunner, Commando, Pilot
System
Age of Rebellion

11
Threshold 23
Current 0
Threshold 18
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

3
6
2
4
2
3

Skills

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

Attacks

Custom Pistol #1
Range
Long
Skill
Ranged: Light
Vicious 1, Stun Setting, Pierce 3, Accurate 2, Superior
Damage
11
Critical
3
Custom Pistol #2
Range
Long
Skill
Ranged: Light
Stun Setting, Pierce 3, Accurate 1, Superior
Damage
11
Critical
3
Vibro-Machete (Cyber-Arm)
Range
Engaged
Skill
Melee
Pierce 4, Vicious 1, Accurate 3, Superior
Damage
+2
Critical
1
Custom Rifle
Range
Extreme
Skill
Ranged: Heavy
Accurate 3, Vicious 1, Pierce 1
Damage
13
Critical
2
Trast Micro-Bomb (4 of 4)
Range
Short
Skill
Ranged: Light
Concussive, Entangling, Accurate 1, Pierce 1
Damage
8
Critical
4
Model 38 Slugthrower
Range
Long
Skill
Ranged: Heavy
Suppressed, Accurate 4, Pierce 3, Point Blank 2
Damage
8
Critical
3

20
1825
14853
11/14

Weapons & Armor

Quicktrigger; Riot Armor; Laminate Armor; Vacuum Sealed

Custom Rifle with Superior and Telescopic Sight

Custom Pistol #1 with Superior, Custom Grip Paired and BAM

Custom Pistol #2 with Superior, Paired and BAM

Trast Custom Light Armor, 2 Blaster Suppressors.

R-88 Supressor Riot Rifle, LBR-9 Stun Rifle

2 Repulsor throwing razors.

2 Dueling Pistols

Model 38 Slugthrower Rifle, Suppressor, Telescopic Sight, Custom Grip, Forearm Grip

Personal Gear

Comlink, Earbud Comlink, Scanner Goggles, Military Belt Pouch, Extra Reload, Load-bearing gear; Military Modular Backpack with Storage Unit and Oxygen Unit, Grav-Chute, Mk VI Modular Backpack, Infrabinoculars, Quickflash Gel (20), Palm Stunner, Targeting Goggles

Aratech 74-Z Speeder Bike (Typically parked on Uyter)

Assets & Resources

256 Hours
Cybernetic Agility Arm with Vibro-Machete (MME and Balanced Hilt); Implant Armor

Fake ID: Backstopped Uyter Driver License for Koyi Han/Koy'ihan. Full driving record (triumph on roll)

Nima the Ruping with Capari Beast Armor and Panier Mounting System (+Enc 18). Sil 2, Speed 2, Trained Mount 1.

Sinya the Narglatch with Capari Beast Armor and Panier Mounting System (+Enc 18). Sil 2, Speed 2, Trained Mount 1.

CR1 Rewards: TBD, TBD
CR2 Rewards: Narglatch, Materials for cybernetic arm
CR3 Rewards: Implant Armor, OCS
CR4 Rewards: Ruping, Cybernetic Avionics Interface
CR5 Rewards: Capari Beast Armor, YV-666
CR6 Rewards: Nightshadow Coating, Sensor Shunt
CR7 Rewards: Psuedo-Cloaking Device, Holographic Shell
CR8 Rewards: TBD, TBD
CR9 Rewards: TBD, TBD
CR10 Rewards: TBD, TBD
CR11 Rewards: TBD, TBD
CR12 Rewards: TBD, TBD
CR13 Rewards: TBD, TBD
CR14 Rewards: TBD, TBD
CR15 Rewards: TBD, TBD

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 5 Each rank of Grit increases a character's strain threshold by one.
Lethal Blows 6 The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Quick Strike 3 The character adds [Boost] per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter.
Rapid Reaction 1 The character may suffer a number of strain to add an equal number of [Success] to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Call 'Em This character does not add any (Setback) to his combat checks due the use of the Aim maneuver (see page 201 of the Edge of the Empire Core Rulebook)
Dodge 2 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Quick Draw/Improved Twice per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Spitfire After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.
Guns Blazing When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.
Deadly Accuracy 3 Ranged Light; Ranged Heavy; Melee Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice.
Natural Marksman Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check.
Dedication 4 Agility -1, Brawn - 2, Cunning - 1 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
True Aim 3 Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Point Blank 1 The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged.
Strong Arm Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range.
Stalker 2 The character adds Boost per rank of Stalker to his Coordination and Stealth checks.
Sniper Shot 1 Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range).
Toughened 6 The character increases his wound threshold by two per rank of Toughened.
Feral Strength 2 The character adds 1 damage per rank of Feral Strength to one hit of his successful Brawl and Melee attacks.
Enduring 3 The character gains + 1 soak value per rank of Enduring
Expert Tracker 2 The character removes Setback per rank of Expert Tracker from his checks to find or follow tracks. Survival checks made to track targets take 50 % less time than normal (this does not decrease with additional ranks of Expert Tracker)
Command 2 The character gains Boost per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Second Wind 2 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Field Commander The character may take a Field Commander action. By successfully passing an Average (PP) Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.
Sixth Sense The character gains + 1 ranged defense.
Durable 4 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Brace 2 As a maneuver, the character may Brace himself. This allows a character to remove 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.
Physical Training 1 The character adds Boost per rank of Physical Training to his Athletics and Resilience checks.
Confidence 1 The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If she decreases the difficulty to zero, she does not have to make a Discipline check.
Heroic Fortitude The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn or Agility related checks until the end of the encounter. She still suffers from the injury itself.
Armor Master When wearing armor, the character increases his total soak value by one.
Field Commander (Improved) When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend Triumph generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver.
Jump Up Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental.
Unstoppable If the percentile roll made when the character receives a Critical Injury is 1 or is reduced to 1, the character does not receive the Critical Injury and suffers none of the effects.
Quick Fix 1 Once per game session, the character can choose to make one skill check using Agility, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his agility is helping him overcome this challenge.
Sorry About The Mess 1 The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Frenzied Attack 1 When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. This number cannot exceed his ranks in Frenzied Attack.
Let's Ride Once per round on the character’s turn, the character may mount or dismount from a vehicle or beast or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a maneuver.
Skilled Jockey 2 The character removes Setback per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.
Incredibly Proficient Nerf Herder 1 (H. Blackwright 6/24/2020)
Full Throttle The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard Piloting check. With success, the ship’s top speed increases by 1 for a number of rounds equal to Cunning. The ship still cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement).

Force Powers

Force Rating
Power
Unmatched Fortune
Description
Once per game session, as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character’s dice pool to another face adjacent to it. An “adjacent” face is any die face sharing an edge—not a point—with the rolled face.
Upgrade Effect
Increase Number (2) Unmatched Fortune affects one additional die per rank in Increase Number upgrade.
Shared Luck Unmatched Fortune can also be used on the dice pool of a willing ally within short range. All upgrades the acting character has in Unmatched Fortune can be applied to the character receiving help.
Frequency (2) Unmatched Fortune can be used an additional time per game session equal to ranks in Frequency upgrade.
Increase Range Increases the maximum range at which willing allies can be affected by a number of range bands equal to the number of Increase Range upgrades purchased.
Increase Effect Unmatched Fortune can also be used on negative dice.
Destiny To activate Unmatched Fortune, the character only needs to spend 1 Destiny Point instead of the normal 2.

Background

Motivation

Cause: The Weak – Shiri is determined to fight for the weak and the disenfranchised. On Ryloth, she saw how the oppressive nature of the Empire could crush an entire planet and by extension the galaxy. In the Lantilles Sector, she has seen the way slavers, gangs, and others prey upon the powerless. Shiri is certain that the galaxy would be best served by her championing the underdog whenever possible.

Duties

Personnel (1270) - Shiri has seen first hand that the members of SFL are often as dangerous to themselves as they are to the Empire. She is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind; the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies.

Description

Other Notes

Legacy: 650 XP and 505 Duty from Alexya. +10 XP from Duty, +10 SFL bonus

20 XP, 15 Duty, 24 hours and 800 credits from Operation Daft Funk
20 XP, 15 Duty, 24 hours and 800 credits from Operation Ice Age
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Crypt Pillager (GM)
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Kinship (GM)
20 XP, 15 Duty, 24 hours and 800 credits from Operation A New Home
20 XP, 10 Duty (w/ Mission Report), 24 hours and 800 credits from Operation Checkmate B6
48 hours traded for 5 XP
25 XP, 10 Duty, 24 hours and 800 credits from Operation Renegade Hunter
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Fetch (GM)
New CR reached (600). 2 CR rewards TBD.
96 hours traded for 10 XP
15 XP, 5 Duty, 24 hours and 800 credits from Operation Missing Link
25 XP, 15 Duty (w/ Mission Report), 24 hours and 900 credits from Operation Hunter Hunting
25 XP, 10 Duty, 24 hours and 900 credits from Operation Rip Tide
20 XP, 10 Duty, 24 hours and 900 credits from Operation Blinded Cavern
20 XP, 10 Duty, 24 hours and 900 credits from Operation Quantwo
96 hours traded for 10 XP
25 XP, 15 Duty, 24 hours and 900 credits from Operation Helmet Shooter
Sixth Sense Battle Scar (-10XP)
25 XP, 15 Duty, 24 hours and 900 credits (plus Aratech 74-Z Speeder Bike) from Operation Antique Shop I
20 XP, 20 Duty (w/ Mission Report), 24 hours and 900 credits from Operation Cake Run
New CR reached (700). 2 CR rewards TBD.
15 XP, 15 Duty, 24 hours and 900 credits from Operation Cold Storage
25 XP, 20 Duty, 24 hours and 900 credits from Operation Rampart Sacker
20 XP, 15 Duty, 12 Hours and 300 credits from Operation Pharmacy (GM)
96 hours traded for 10 XP
25 XP, 20 Duty, 24 hours and 900 credits from Operation Into The Woods
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Unchained Melody (GM)
15 XP, 20 Duty, 24 hours and 1000 credits from Operation Rusted Cell
New CR reached (800). 2 CR rewards TBD.
20 XP, 20 Duty, 24 hours and 1100 credits from Operation Banana Boat
15 XP, 20 Duty (w/ Mission Report), 24 hours and 1100 credits from Operation Strawberry Milk
144 hours traded for 15 XP
20 XP, 15 Duty, 24 hours and 1100 credits from Operation Block 8
20 XP, 25 Duty (w/ Mission Report), 24 hours and 1100 credits from Operation Emerald Nezumi
96 hours traded for 10 XP
25 XP, 25 Duty (w/ Mission Report), 24 hours and 1200 credits from Operation Slim Pickings
New CR reached (905). 2 CR rewards TBD.
20 XP, 25 Duty (w/ Mission Report), 24 hours and 1200 credits from Operation Free Big Brother
20 XP, 15 Duty, 24 hours and 1200 credits from Operation Bandit Siege
20 XP, 15 Duty, 24 hours and 1200 credits from Operation Secondary Fermentation
20 XP, 20 Duty, 24 hours and 1200 credits from Operation Jade Gurahl
Promoted to Master Sergeant
20 XP, 15 Duty, 24 hours and 1200 credits from Operation Pit Scraper
20 XP, 15 Duty, 12 Hours and 300 credits from Operation Eggs in a Basket (GM)
New CR reached (1010). 2 CR rewards TBD.
25 XP, 25 Duty, 24 hours and 1300 credits from Operation Convoy Breaker
20 XP, 15 Duty, 12 Hours and 300 credits from Operation Strike Out (GM)
15 XP, 10 Duty, 12 Hours and 300 credits from Operation Organic Remains (GM)
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Virtual Classroom (GM)
20 XP, 20 Duty, 24 hours and 1300 credits from Operation Repo
20 XP, 10 Duty, 24 hours and 1400 credits from Operation Detailed Tracing Pt 2
New CR reached (1100). 2 CR rewards TBD.
15 XP, 10 Duty, 24 hours and 1400 credits from Operation Ancient Favors
240 hours traded for 25 XP
20 XP, 15 Duty, 24 hours and 1400 credits from Operation Raider Retrieval
20 XP, 15 Duty, 12 Hours and 300 credits from Operation Capstone (GM)
25 XP, 0 Duty, 0 hours and 0 credits from Operation A‌ ‌Simple‌ ‌Trip‌ ‌to‌ ‌Avenelle
25 XP, 20 Duty, 24 hours and 1400 credits from Operation Treasure Trove
15 XP, 15 Duty, 24 hours and 1400 credits from Operation Thin Line
20 XP, 10 Duty, 12 Hours and 300 credits from Operation Watch Your Step (GM)
20 XP, 20 Duty (w/ Mission Report), 24 hours and 1500 credits from Operation Spiked Tray
New CR reached (1205). 2 CR rewards TBD.
25 XP, 20 Duty, 24 hours and 1500 credits from Operation Radio Raider
20 XP, 30 Duty, 24 hours and 1500 credits from Operation Beast-Riders
20 XP, 15 Duty, 24 hours and 1500 credits from Operation Sknowman

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