Diya Jeth by LaurieGolightly

Species
Arkanian Offshoot
Career
Spy
Specializations
Slicer
System
Edge of the Empire

3
Threshold 11
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Characteristics

2
2
3
3
2
2

Skills

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

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Qualities: Stun setting
Damage
5
Critical
4
Combat Knife
Range
Engaged
Skill
Melee
Damage
3
Critical
3

0
140
0
7

Weapons & Armor

Heavy Clothing +1 Soak
Light Blaster Pistol +1 Encumb
Combat Knife +1 Encumb

Personal Gear

Slicer Gear +2 Encumb
Datapad +1 Encumb
Field Rations x5
Luma Flare +1 Encumb - Features: As an action make an easy gunnery check to launch flare into the air to provide light. Success illuminates out to long range. Failure illuminates the ground to short range.
Portable Healing Kit +1 Encumb

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Additional Career Skills May train in two additional career skills
Determination: Genetically Engineered Arkanian Offshoots may siffer oneStrain to receive a (square) to a simple Brawn or Agility-based check made on their turn
Bypass Security I AoR p99 Remove (square) per rank of Bypass Security from checks made to disable a security device or open a locked door.
Codebreaker I AoR p99 Remove (square) per rank in Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.
Defensive Slicing AoR p99 When defending computer systems, add (square) per rank in Defensive Slicing to opponents' checks.
Technical Aptitude I AoR p99 Reduce time needed to complete computer-related tasks by 25% per rank.

Background

# Beginnings - Comfortable with Tech

Many of the worlds and cultures across the galaxy have a high level of technological sophistication. Droids and the FloloNet are tools that many sentients use on a daily basis. Starships and repulsor lift craft are a common sight on many worlds, and characters are likely comfortable using these fantastic devices. Most adult individuals from these sorts of worlds enjoyed an education that included a solid grounding in engineering and the hard sciences. This level of technological familiarity is considered the norm for the civilized galaxy.

Most of the planets from the Core Worlds to the Outer Rim fall into this category. Even frontier and colonial worlds tend to have denizens familiar with standard galactic technologies, even if said technologies are rare or unavailable. These planets are typically a part of wider galactic society. Citizens of these worlds who wish to avoid technology must make a deliberate effort to do so.

# Attitude Toward Force - Pragmatic Power

Characters who recognize their Force potential do not always readily acknowledge its spiritual associations. Some see their powers and talents as tools they can use to advance their lives or accomplish their goals. This may help them to be more successful in their career of choice, enabling them to transform the world in a way that fits with their personal philosophies.

Many deny the fundamental goodness or evil of the Force, insisting that consequences for success and failure are far more important than any spiritual elements. Such characters are no more or less likely to make choices or perform actions that could be classified as “good” than those that could be classified as “evil.” However, in their minds, their preference for a certain moral choice is independent of the powers they wield. This can prove problematic if, for example, a character believes his righteous anger is a reasonable motivator for his actions. Such a character may constantly flirt with the dark side of the Force and never realize it.

Learning or denying Force philosophies and histories invariably plays into the stories of characters from this background. Eventually, the character likely learns of the truth of the Force. Whether he embraces this knowledge or denies it and continues on his chosen path can prove to be a very interesting opportunity for character development.

# Reason for Adventure - Wanderer

Curiosity? Boredom? Tragic circumstance? A desire for something more? Whatever it is that drives someone to wander away from his home and set out among the stars, it must be a powerful force to overcome the fear of the unknown. Most beings are simply overwhelmed by the sheer vastness of the galaxy, much less the uncountable dangers they must face each day as they ramble across the hyperlanes from planet to planet. The hardy soul who does so merely because he is drawn to is either exceptionally brave or a touch mad. Perhaps he is both.

Motivation

Ambition: Expertise - The character wants to excel in his chosen profession and constantly practices to achieve perfection. Alternatively, this character picks a skill or two in which to excel.

Obligations

# Betrayal:

As an Obligation, Betrayal tends to work in the direction of the character having betrayed someone and having to either avoid the consequences for it or having to somehow pay for his sin (Motivation works better for a character who has been betrayed). An Explorer may have taken up the career to travel far away from those he betrayed. Alternatively, he may have double-crossed on a deal of some kind or tried to get away with selling important information to one too many sources. Fringers, Traders. Scouts, and Archaeologists are especially prone to the latter

Description

Other Notes

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