Eizorren "Ren" by neadlak

Species
Dathomirian
Career
Mystic
Specializations
Seer, Armorer
System
Force and Destiny

6
Threshold 17
Current 0
Threshold 17
Current 0
Ranged 3
Melee 3

Characteristics

3
2
3
3
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 1
Coercion (Will) X 1
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 1 +2 boost w/ utility arm, +1 adv w/ hydrospanner, -1 setback, +2b/-2s to craft/mod, +1b custom toolkit UNLESS BETTER TOOLKIT BONUS
Medicine (Int) 0 +1b medpac
Negotiation (Pr) 0 +1b outer rim shopping
Perception (Cun) X 1 -1 setback, what about GOLF?
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1 +1 boost w/ knife, +1 skill (tracking system)
Vigilance (Will) X 1 +2 boost, -1 setback
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) X 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Explorer's Knife
Range
Engaged
Skill
Melee
Vicious 1, +1 boost to Survival
Damage
+1
Critical
3
Blaster Carbine (Ren Custom)
Range
Medium
Skill
Ranged: Heavy
Stun Setting, +3 accuracy, -1 setback, Point Blank, 1x free aim @ short, -1 diff @ engaged, Blast 6, Stun 3, Quick Draw (Integrated Holsters)
Damage
11
Critical
3
Blaster Rifle (Ren Custom-Built)
Range
Extreme
Skill
Ranged: Heavy
+2 accuracy, -1 setback, +1 adv on success, -1 diff @ long, extreme, Knockdown, Stun Setting, Quick Draw (Integrated Holsters)
Damage
12
Critical
3
Model 53 "Quicktrigger" Blaster Pistol
Range
Short
Skill
Ranged: Light
+2 accuracy, Stun Setting, Quick Draw, 1x free aim @ short
Damage
8
Critical
3
Phrik Cybernetic Arm (left)
Range
Engaged
Skill
Brawl
Defensive 1 (When hand is empty or any brawl), can Parry (once learned), Cortosis, Disorient 1, Knockdown
Damage
+0
Critical
5
Koromondain SVT-300 Stun Cloak
Range
Engaged
Skill
Brawl
Limited Ammo 3 (3min recharge), Stun Damage, Retaliates on melee/brawl
Damage
7
Critical
3
Sap Gloves
Range
Engaged
Skill
Brawl
Concussive 1, Knockdown, Disorient 1, Stun 2
Damage
+2
Critical
5
Force Pike
Range
Engaged
Skill
Melee
Accurate +1, Pierce 2, Stun setting
Damage
+3
Critical
1

15
620
4020
17 - 24 = 0

Weapons & Armor

Blaster Carbine (Ren Custom) - 3 encum - 5/5 hp
- Custom Grip: -1 setback from all attacks using this weapon, +2 setback if not owner
-- mods: +1 accurate
- Foregrip - Engaged range difficulty -1 (1 instead of 2), 1hp
-- mods: accuracy +1, point blank
- Amplifying Chamber - Blast 4, +1 setback to maintain wep
-- mods: damage +1, blast +2
- Mandalorian Chamber - Stun 3, -range
-- Mods: +range
- Electronic Sighting System: Aim incidental 1x per round, decrease difficulty of perception against shooter in low light
-- mods: 1: accurate +1

Blaster Rifle (Ren Custom-Built) - 3 encum - 5/5 hp - (lightweight, customizable, knockdown, stun setting, increased range)
- Augmented Spin Barrel - +1 dmg, +1 setback to maintain weapon
-- mods: accurate +1, damage +2
- Custom Grip: -1 setback from all attacks using this weapon, +2 setback if not owner
-- mods: accuracy +1
- Telescopic Optical Sight - reduce difficulty by 1 on long/extreme range
-- mods: cannot be modded
- Bantha's Eye Laser Sight - +1 v on successful combat checks
-- mods: cannot be modded

Model 53 "Quicktrigger" Blaster Pistol - 1 encum - 4/4 hp
- Shortened Barrel - concealment difficulty -1, reduced to short range
-- mods: Quick Draw
- Custom Grip: -1 setback from all attacks using this weapon, +2 setback if not owner
-- mods: accuracy +1
- Blaster Actuating Module, +1 dam, +1 setback
-- mods: +1 dam
- Electronic Sighting System: Aim incidental 1x per round, decrease difficulty of perception against shooter in low light
-- mods: +1 accuracy

Sap Gloves - 1 encum - 1/1 hp
- Stun Pulse - adds Stun 2
-- Mods: none

Force Pike - 3 encum - 3/3 hp - +3 dam, 2 crit, Pierce 2, stun setting (lose pierce if stun setting)
- Balanced Hilt - +1 accurate
-- mods: none
- Mono-molecular Edge - crit rating -1
-- mods: none

Explorer's Knife - 2 encum

Koromondain SVT-300 Stun Cloak - 2 encum - if struck by melee or brawl, attacker takes 7 stun damage. 3 minutes to recharge after limited ammo runs out.

---
ARMOR:
Customizable Armor - 1 soak, 0 def, 7 encum, 7/7 HP, (+1 HP: Tinkerer), sealable
- Armor Insert - notice on avg perception - +1 def
-- mods: soak +1, defense +1, hidden BURNED
- Integrated Holsters - +4 encum limit, +4 encum, holster 2x wep 3- encum
-- mods: Quick Draw, +3 holsters, all other mods BURNED
- Utility Arm, +1 boost mechanics, others per GM
-- mods: +1 boost mechanics, 1 strain for second maneuver
- Bio-Support Dispenser - heal 1 wound at end of encounter w/ strain recovery - per encounter, first time > 1/2 wounds, automatic stimpack.
-- mods: +1 wound healed w/ strain
- Tracking System - 1hp - upg checks to track target. Designate w/ maneuver and LoS or through electronic tag.
-- mods: vigilance upgrade BURNED, +1 Survival
- Chedak Communications Multi-Band Comlink - long-range comlink integrated in helmet.
- Vacuum Sealed - 10min of vacuum or poisonous atmo protection
-- mods: cannot be modded
---
VACUUM ARMOR:
Modular Backpack Frame:
- Oxygen Unit: 12h oxygen w/ rebreather, breath mask, or sealed suit. (Encum 3)
- Storage Unit, offsets 3 encum.
- Temp Control Unit: -kk from checks to resist hot/cold

Personal Gear

Military Belt Pouch x2:
- Stimpack
- Stimpack
- Stimpack
- Nullicaine

Medpac - 2 encum - +b medicine - 1x free stimpack per scene

Extra Reload - 1 encum

Calming Salve x1
Stimpack x2
Field Ration x2

3-MAL Secure Comlink - +k to intercept comms - can monitor civilian comms for +2b to local knowledge checks

Binders x2
Slicer Gear - 2 encum
Dataspike - 1 encum
Datapad - 1 encum
Scanner Goggles - see in the dark
Electrobinocs - 1 encum

Utility Belt - encum limit +1
Load Bearing Gear - encum limit +3
MK III Modular Pack (+6 pouches) - encum limit +8

PED-21 Distress beacon
Mess Kit
Imperial Army Canteen - 1 encum
Fire Paste (1, small firestarter)
Climbing Gear - 1 encum
Syntherope - 20m (1 spool, 1 encum)

17/10 small items - 2 encum


Assets & Resources

Secondhand single-room hab up a tree outside town. Has a shitter!

Stun Grenade - 2x - 1 encum per
Ion Grenade - 1x - 1 encum per

mercantiler datapad (outer rim) - 1 encum, +1 boost negotiation in-region
Thermal Cloak - 2 encum

Model 58 Concealment Holster - +1 setback to spot

Handheld Comlink
Breath Mask & Respirator - 1 encum
Repulsor Assist Unit - 1 encum, -2 difficulty climbing OR -7 encumbrance of cargo.
Glow Rod - 1 encum
Beast Call - 1 encum
Electro-Snare - 1 encum
Beastmaster Chem Lure - 1 encum
Extra Reload - 1 encum
Spray Plasto-Cast x1 - 1 encum
Synthskin x3
Disguise Kit - 2 encum
Water Purifier - 1 encum
XV-20 Portable Veterinary Kit - 2 encum - +b med/surv/xeno for treating animals
Field Ration x4
Binders x2

Tools: (more in jungle base)
Blaster Maintenance Kit - 2 encum - +2b
Custom Toolkit - 5 encum - +1b mechanics but no effect when better toolkit (weapon maint etc)
1x "Breaker" Heavy Hydrospanner - 3 encum - +1 advantage to mech
Foamcast x4 - 1 encum - +b to repair structures/vehicles. Threat = canister empty.
Hull Sealant Canister - x1 - 1 encum - difficulty of use varies - https://star-wars-rpg-ffg.fandom.com/wiki/Hull_Sealant_Canisters
1x repulsor clamp

Model 58 Concealment Holster - +1 setback to spot

Healer's Kit - 2 encum - AVG SURVIVAL to refill
Calming Salve x5
Nullicaine x6
----
1/3 Share in the Gank's Eta Shuttle
1/3 Share in Marhana's YT-1760
1 Spider Ass (-2 encum armor crafting part, 50% cost reduction, 2+ soak templates only)

Sil 2 / Speed 2 Jumpspeeder:
https://swsheets.com/v/rmyamyqx8-my-stolen-bike
--
For wrenching:
Foregrip
Armor Insert
Mando Chamber (range burnt on Ren Custom Carbine)
Utility Arm
Integrated Holsters
Weapon sling
Underbarrel grenade launcher
Lightweight frame

Subduer-9 Riot Blaster - 6 encum - 3hp - long - 10 dam - 6 crit - 3 hp - blast 6, cumbersome 3, stun damage.
---
Droids:

8x MSE Maintenance Droid
9x DUM Pit Droids
1x G0-1F
4x Generic Remote (G0-1F minion group)
R7-Series Astromech Droid
--
Schematics:
Energy Rifle (2)
Energy Carbine (3) - MAX
Customizable Armor(2) - MAX
--
Components:
Modding Parts: 2000
Energy Rifle (2)
Energy Carbine(1)
Customizable Armor(0)
--
Premium Cyber-Arm Paint Kit

Critical Injuries & Conditions

Left Arm - Replaced by Phrik Cyber-Arm

Talents

Name Rank Book & Page Description
Outdoorsman 1 F&D Core (149) The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Uncanny Reactions 2 F&D Core (153) Force talent. The character adds a boost die per rank of Uncanny Reactions to [their] Vigilance checks.
Keen Eyed 1 F&D Core (146) The character removes a setback die per rank of Keen Eyed from [their] Perception and Vigilance checks. Checks made to search a specific area take 50% less time than normal.
Expert Tracker 1 F&D Core (142) The character removes a setback dice per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal.
Grit 3 F&D Core (144) +1 strain threshold
Toughened 2 F&D Core (153) +2 wound threshold
Inventor 2 F&D Core (146) When constructing new items or modifying existing attachments, the character may choose to add boost dice or remove setback dice from the check per rank of Inventor.
Gearhead 1 EoE (136) The character removes a setback die per rank of Gearhead from [their] Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead).
Armor Master 1 EoE (132) While wearing armor, the character increases their total soak value by one.
Armor Master (Improved) 1 EoE (132) When wearing armor with a soak value of two or higher, the character increases their defense by one.
Armor Master (Supreme) 1 EoE (132) Once per round, when the character suffers a Critical Injury, [they] may suffer 3 strain to take the Armor Master incidental. If [they] do, [they] reduce the Critical Injury result that [they] suffer by 10 per point of [their] soak, to a minimum of 1.
Mental Tools 1 FaD (147) Force talent. The character always counts as having the right tools for the job when performing Mechanics checks.
Tinkerer 1 EoE (145) The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one..
Imbue Item 1 FaD (145) Force talent. The character may take the Imbue Item maneuver, suffering 1 strain and committing a Force die. [They] then grant one weapon or item within short range a temporary enhancement chosen from the following options: increase weapon's damage by 1, decrease the advantage cost for its Critical Hit or for any other single effect by 1, to a minimum of 1, or increase a piece of armor's ranged or melee defense by 1. Alternatively, the character can decrease an item's encumbrance by 2, to a minimum of 1. The character suffers 1 strain at the beginning of each of [their] turns in which [they] keep this die commited.
Reinforce Item 1 to be purchased!
Forewarning 1 FaD (143) Force talent. The character may take the Forewarning action. All allies within medium range increase their melee and ranged defense by a number equal to the character's Force rating until they take their first turn during an encounter. If they have already taken their first turn, Forewarning has no effect.
The Force Is My Ally 1 FaD (153) Force talent. Once per session, the character may suffer 2 strain to perform a Force power action as a maneuver.
Natural Mystic 1 FaD (148) Force talent. Once per session, the character may reroll any one Force power check.
Sense Advantage 1 FaD (151) Force talent. Once per game session, the character may add two setback dice to the skill check of one NPC within extreme range.

Force Powers

Force Rating
4
Power
Sense
Description
Sense's basic power allows the Force user to sense the living Force interacting with the world around [them]. This allows [them] to perceive life and read emotions. The basic power has two ways to spend Force points:

The user may spend a Force point (◑) to sense all living things within short range of [themself] (including animals and sentient beings). The user may not activate this multiple times.
The user may spend a Force point (◑) to sense the current emotional state of one living target with whom [they] are engaged. The user may not activate this multiple times.
Upgrade Effect
Duration Sense's ongoing effects may be triggered one additional time per round.
Control The user gains the ability to sense danger the moment before it strikes, allowing [them] to anticipate attacks and avoid incoming blows. This power gains the ongoing effect: Commit a Force die. Once per round, when an attack targets the Force user, [they] upgrade the difficulty of the pool once. The user may not activate this multiple times.
Strength When using Sense's ongoing effects, the user may upgrade one additional die.
Control Control Upgrade: The Force user's ability to anticipate danger allows [them] to anticipate the actions of [their] opponents while [they] take the offensive, making [their] own blows harder to avoid. This power gains the ongoing effect: Commit a Force die. Once per round, when the Force user makes a combat check, [they] upgrade the ability of the pool once. The user may not activate this multiple times.
Power
Foresee
Description
The most basic form of Foresee allows the character to look into the Force to see vague hints of [their] near future. These hints may be blurry visual images, brief samples of sound, or simple emotions. The basic power has one way of spending Force points:

The user may spend a Force point (◑) to gain vague hints of events to come in the next day of [their] own, personal future. The basic power cannot see further than one day.
Upgrade Effect
Control When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. [They] may spend a Force point (◑) to gain a success result on [their] check, and may activate this multiple times.
Control When performing a Foresee power check as part of an Initiative check, all targets affected by the power increase their ranged and melee defense by 2 for the first round of combat.
Magnitude (I) Spend a Force point (◑) to increase the number of targets affected by the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time.
Power
Move
Description
At its most basic, Move allows the Force user to move small objects that are near [them]. It has one basic effect:

The user may spend a Force point (◑) to move one object of silhouette 0 that is within short range up to [their] maximum range. The default maximum range is short range. The user may not activate this multiple times..
Upgrade Effect
Power
Ebb/Flow
Description
The basic power can be used either to empower the user or to sap strength from the user's foes. The basic power has two ways to spend Force Points.

Ebb: When the Force user makes a skill check, [they] may roll an Ebb power check as part of the roll. The user may spend a Force point to suffer 1 strain, then inflict 1 strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, [they] may roll a Flow power check as part of the roll. The user may spend a Force point to heal 1 strain. The Force user may not activate this multiple times.
Upgrade Effect

Background

Comfortable with Tech - Living the modern colonist/homesteader life, with secondhand tech.

Duty to tradition - separated from other Dathomirians during the exodus after Dooku's revenge. Raised on vague stories of Nightsisters, then left her community around age of majority.

Fleeing the empire/desire for understanding. What are the strange visions she has?

Motivation

Understand the visions
Love of the natural world - a desire to develop survival skills in all the places she visits/stays

Obligation 10 - Criminal - On a previous planet, several years ago, Eizorren came into conflict with a wealthy member of society who was short-changing lower-class customers on vital goods. After calling out the merchant, they retaliated by filing false charges with a tame judge. Due to her ability to foresee, she skipped town before she could be arrested, but her personal details have been entered into that system's criminal databases as she never showed up to mount a legal defense.

Ren found out: ESA (Eradu Sector Authority) arrest warrant.

Allica Rhade: Female human lawyer, university of Coruscant is on the case

Pardon from imperial captain, general, admiral, governor, moff would do it.

Randolf Khelpheenon is the business owner who reported Ren for SLANDERING THE EMPEROR. Can he be made to rescind?

Morality

61 - Morality Axes: Compassion/Hatred, Caution/Fear

Description

Milky-blue skin tone, partial tattoos (eyebrow marks and some lines and dots on face, but not a complete death mask), white hair.
Taller (5'10" in sturdy outdoor boots?), late 20's, walks-a-lot fit but not athletic or swole.

Foul-mouthed.

Other Notes

"Little Buddy" GOLF bot.
https://swsheets.com/c/8g9ka2vxl-g0-1f

HIDDEN IN THE JUNGLE
- Part of a holochron. It might be that we can find other part(s) later.

A nice Cerean wool poncho.

Mystery Stone: "Nishalorite" stone. IT SPINS.

1x Pristine Storm Trooper Armor, hidden at jungle base.
1x Eta class supply barge, hidden at jungle base.

50k old republic credits, from op w/ Bell

CONTACTS:

Career Salvager - Ugnaught salvage captain of H-14/L-2783-0-0-5, Imperial Salvage Guild
Ren owes him a favor.

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