Sienna Ralvem by P47Thunderbolt

Species
Dathomirian
Career
Colonist
Specializations
Doctor, Nightsister
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 2
Melee 2

Characteristics

2
2
4
3
2
2

Skills

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

0
260
3325
3/8

Weapons & Armor

Verpine Fiber Ultramesh Armor (Soak +1, Defense 0. As a Maneuver, the character may power up or power down the armor. While the armor is powered up, the wearer gains +2 Defense. However, any character may spend 2 Advantage or a Triumph from a combat check against the character to cause it to run out of power; the armor becomes powered down and cannot be powered up until the end of the encounter.)

Personal Gear

Satchel (reskinned Utility Belt)
Simple Tool (Medicine) (2 Encumbrance, +1 Advantage)

Healing Potions:
6 Strain, heal Hard or easier Crit.
4 Strain, heal Hard or easier Crit.

Stimulants:
User heals 4 Strain when consuming it, but suffers 2 Strain after benefitting from its effects. Increase ST by 5.
2x User heals 2 Wounds and 4 Strain when consuming it. Increase ST by 5.
User suffers 4 Strain after benefitting from its effects. Increase ST by 5.

Protective Amulet:
+1 Setback to attempts to determine its true function, 1 Encumbrance.

Assets & Resources

Critical Injuries & Conditions

User may ignore environment effects such as fire, acid and corrosive atmospheres. Always act as if in a standard gravity field and breathe normally underwater and in a vacuum. Burn quality cannot be activated against user.

Talents

Name Rank Book & Page Description
Outdoorsman 1 EotE CRB 141 The character removes a Setback per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Expert Tracker [Nightsister] 1 EotE CRB Remove 1 Setback per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal. This does not stack with additional ranks of Expert Tracker.
Surgeon [Doctor] 2 EotE CRB 144 When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
Stim Application [Doctor] EotE CRB 143 The character may take the Stim Application action. To perform this action, she must have access to drugs, a medpac, or stimpacks. She makes an Average Medicine check. If successful, one ally she is engaged with (including herself) increases one characteristic of the character's choice by one for the remainder of the encounter, and suffers four strain. A single character's individual characteristics may each only be increased once by Stim Application during an encounter.
Witchcraft [Nightsister] CotR 44 The character gains a Force rating 1. If the character already has a Force rating of 1 or higher, there is no effect.

Force Powers

Force Rating
1
Power
Heal
Description
The user may spend a Force Point to heal a number of wounds equal to her Intellect on one engaged living creature (including herself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period, and her uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.
Upgrade Effect
Range (2) Spend a Force Point to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control If the user used no Dark Side pips to generate Force Points on the check, the target of Heal also heals an amount of strain equal to the wounds he recovered.
Control The user increases the number of wounds healed by this power by her ranks in Medicine.
Power
Harm
Description
The user may spend a Force Point to inflict a number of wounds (ignoring Soak) equal to the Force user's Intellect on one engaged living creature. The user gains 1 Conflict. The user may not activate this multiple times.
Upgrade Effect
Range (2) Spend a Force Point to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Control The user increases the number of wounds inflicted by this power by her ranks in Medicine.
Control If the user used any Dark Side pips to generate Force Points on the check, the user heals an amount of strain equal to the wounds she inflicted on one target.

Background

As a child, it was clear that the emotion genes had skipped Cadena and all been dropped on Sienna. Her personality was the polar opposite of her older sister; bubbly, enthusiastic, eager-to-please, and very emotionally expressive.
She looked up to her big sister and wanted to please her, but the feeling was not reciprocated and she ended up irritating her sister more than anything else, sometimes leading to confrontation.

Sienna didn't really understand the reaction she was getting from Cadena, not able to fathom that her desire to please her older sister was itself at least part of the issue. And so, she determined that the best way to gain her respect would be to learn how to heal the way their mother could.

She followed in her mother's footsteps, learning how to use her innate abilities to heal: reweaving life, sealing wounds, regenerating tissue, and reinvigorating the body.
However, she was also taught how to use these same abilities to cause harm, performing the same actions in reverse to shred life, tear open wounds, decay tissue, and sap the body of vitality.

When she was twelve, one of the clan's hunters, a good friend of her mother, taught Sienna how to track creatures or people. She practiced this rudimentary knowledge by following Cadena when she left the village to "experiment." Partly because she wanted to practice, but more because she wanted to watch over her sister and make sure nothing happened to her. Even with Sienna's modest tracking abilities, following her older sister wasn't very hard. Cadena isn't known for subtlety.

On one of these expeditions, Sienna realized with horror that Cadena had inflicted more on herself than she could handle and sensed that her life-force was starting to fade. Scrambling down the slope, Sienna knelt by her sister and started trying to heal the injury. Between her efforts and Cadena's own abilities, they were able to make it back to their home where their mother healed Cadena's injuries.

Though Sienna didn't realize this at first, that actually did gain her Cadena's respect, and their relationship started to heal.

From then on, she would often go on solo expeditions into the wilds, learning to survive on her own. During these trips, she would often encounter injured animals, providing a chance to practice her abilities.
When was 14 and Cadena was 18, they started going on "expeditions" together. On one of these trips, Sienna came up with a story of using her abilities to subdue a rancor and convinced Cadena to go along with it. No one believed them, but neither was anyone sure whether she was lying, joking, or hallucinating.
She was, of course, making up the story whole cloth, but she enjoyed the consternation it caused. Though Cadena was a willing accomplice, she was somewhat skeptical of Sienna's determination to keep the veracity of the story unresolved.
When she turned sixteen, her mother began teaching her the basics of alchemy.
Now at the age of eighteen, she is eager to depart on her first offworld mission.

Sienna has a bubbly, enthusiastic personality, and is easily swept up in emotion whether positive or negative. She cares about those around her, and does her best to keep them intact.
She prefers not to use physical tools or implements, using her powers as a weapon when she needs to defend herself.

Motivation

Relationship: Sister
Sienna looks after her big sister, even if Cadena doesn't really want it most of the time. This relationship has caused Sienna to pursue alchemical and Allyan magical methods of enhancing her sister's abilities.

Ambition: Expertise
Sienna has been trained from a young age as a healer, and is eager to hone her abilities, proving her usefulness and helping those around her. She also desires to grow her alchemical abilities.

Obligations

Conflict:
Morality: 50 (+10XP)
Emotional Strength/Weakness:
Enthusiasm/Recklessness: Sienna is eager to jump into any situation with both feet, but she often forgets to look first. She is very passionate and can easily become swept up in the moment, losing perspective on the bigger picture and taking on excessive risk.

Description

Age: 18
Height: 5'4
Build: Slight
Hair: White, in a long braid
Eyes: Silver
Notable features: Black facial tattoos
Deep red tunic over her ultramesh underlay. She rarely pulls up her hood, preferring to keep her head exposed and field of vision unobstructed.
She carries her med kit and alchemical concoctions in a rancor-leather satchel.
Although her protective amulet matches the one she gave her sister in almost every way, it is unnaturally heavy. She wears it on a lanyard around her neck, over her clothing.

Other Notes

XP:
Characteristics:
Intellect (4) 70XP
Cunning (3) 30XP
Total: 100XP
Species Bonus:
Coercion, Survival
Career Skills:
Charm, Deception, Negotiation, Knowledge (Lore)
Spec Skills:
Cool, Medicine
Skills:
Medicine (3) 10XP, 15XP (25)
Survival (2) 10XP (10)
Total: 35XP
Talents:
Doctor (starting spec):
Surgeon (A1) 5XP
Stim Application (B1) 10XP
Surgeon (2) (C1) 15XP
Total: 30XP
Nightsister (free spec):
Witchcraft (A1) (free)
Expert Tracker (A4) 5XP
Total: 5XP
Force Powers:
Heal/Harm (15XP):
Range 15XP
Range (2) 20XP
Control 20XP
Control 20XP
Total: 90XP
Grand Total: 260XP

Credits:
Starting credits: 9,500
-3,000 (Verpine Fiber Ultramesh Armor)
-350 (Simple Tool Crafting)
-2,800 (Alchemical Crafting)
-25 (Satchel [Utility Belt])
=3,325

Encumbrance:
Verpine Fiber Ultramesh Armor (3-3=0)
Medpac (2)
Protective Amulet (1)
6 Alchemical Items (0)
Total: 3 of 7

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