Darcel Everette by ArmKin17

Species
Human
Career
Seeker
Specializations
Ataru Striker, Gadgeteer, Seer (Pending)
System
Edge of the Empire

4
Threshold 14
Current 0
Threshold 12
Current 0
Ranged 1
Melee 1

Characteristics

2
4
3
2
2
2

Skills

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

Attacks

Arun‘s Lightsaber
Range
Engaged
Skill
Lightsaber
Breach 1, Sunder
Damage
6
Critical
1
Darcel's Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting
Damage
12
Critical
3

315
388880
11/14

Weapons & Armor

Arun’s Lightsaber (Encumbrance:1)
•This lightsaber is a basic lightsaber hilt containing an unmodded Ilum lightsaber crystal. This crystal occupies two of the weapon's hard points.
*Jury Rigged: Decrease Critical Value by one.

Darcel's Blaster Rifle (Encumbrance:4)
Mods: Augmented Spin Barrel, Telescopic Optical Sight, Custom Grip

Darcel's Armored Clothing (Encumbrance:3)

Darcel’s Beskar Halmet

Personal Gear

Comlink
•Small, hand-held cylinders capable of communicating over distances into low orbit. Some models are built into helmets and armor segments.

Tracker's Googles
•Tracker's goggles grant a [Boost] to the wearer's Perception checks to locate a target by sight. Additionally, they remove two [Setback] imposed due to concealment, darkness, fog, or mist from the wearer's Ranged (Light) and Ranged (Heavy) checks.

Stimpacks (10/10)
•Auto-injection tubes filled with medicine, Bacta, and painkillers. They are field-ready emergency health recovery products, and useful for quick healing in the field.

Binders (01/01)
•Binders are simple restraints used to keep prisoners subdued and manageable. Breaking free from a set of binders requires either brute force or feats of agility and flexibility. The difficulty varies by the make and model of binder, but the most common restraints require a Daunting difficulty Athletics or Coordination check to escape.

Breath Mask (Encumbrance:1)
•The most basic are simple nose plugs which filter out contaminants; there are also higher quality items such as wearable face masks with gas canisters, filtration masks for poisonous atmospheres, and even aquatic rebreathers for sustained activity underwater.

Breathing aids can be set to provide nearly any atmospheric mix.

Imperial Army Military Pack
•Increase the character's Encumbrance Threshold by 6.

Utility Belt
•Increase the character's Encumbrance Threshold by 1.

Empire Spy Big
•Tiny drone used for surveillance.

Surveillance Tagger (10/10)
•Tiny and unobtrusive, surveillance taggers are small radio transmitting beacons used to aid in surveillance and tracking.

Data Pad (Encumbrance:1)
•A powerful combination of communications device, holo-messenger, handheld computer, and personal database, datapads combine a number of common electronics in one easy to use package.

Emergency Medpac (Encumbrance:1)
•Emergency medpacs allow characters to use the Medicine skill to heal others without penalty.

•Cybernetic Brain Implant (Pending)
These enhancements are miniaturized computer implants designed to augment the user's brainpower.
The implant fits around the user's ears and back of the head, granting superior reasoning and fast calculation as well as memory storage.

A cybernetic brain implant provides +1 Intellect and includes a comlink and computer access link.

•Cybernetic Legs (Pending)
To assist those who have lost legs to accident or dis-ease, many biotechnology companies produce replacement cyberlegs. Unlike cyberarms, cyberlegs must be purchased and installed in pairs. Most are simple replacements, tailored to the user's height, weight, and strength, but other, more advanced, models can increase strength and agility, just as cyberarms do.

Note that cyberlegs must be purchased as a pair.
Mod Il cyberlegs provide +1 Brawn, while Mod I!! cyberlegs provide + 1 Agility. The wearer must have both legs replaced to receive the characteristic

Assets & Resources

Destiny Points: (Lightside: / Darkside: )

Force Rating / Die: 1
Force Points: (Lightside: / Darkside: )
Committed Power: Enhance

Number of Sessions: 9

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Parry 2 FoD, 90 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.
Jump Up FoD, 90 Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental.
Quick Draw FoD, 90 Once per round, draw or holster a weapon or accessible item as an incidental.
Ataru Technique FoD, 90 When making a Lightsaber skill check, the character may use Agility instead of Brawn.
Reflect 2 FoD, 90 When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Saber Swarm 1 FoD, 90 Perform the Saber Swarm maneuver; suffer 1 strain, to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.
Toughen EotE, 60 Gain +2 wound threshold.
Jury Rigged EotE, 60 Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
Armor Master EotE, 60 When wearing armor, increase total soak value by 1.

Force Powers

Force Rating
1
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.

The user may spend [Force Points] to gain [Success] or [Advantage] (user's choice) on the check.
Upgrade Effect
Control Enhance can be used with the Coordination skill
Control Enhance can be used with the Piloting (Planetary) skill.
Control Enhance can be used with the Piloting (Space) skill.
Control Ongoing effect: Commit [One Force Die]. The user increases his Agility characteristic by 1 (to a maximum of 6).
Power
Ebb/Flow
Description
The Force user's actions empowers himself or sap strength from his foes.

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 Points] 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 Points] to heal 1 strain. The Force user may not activate this multiple times.
Upgrade Effect
Range The Force user may spend two [Force Points] to affect all other characters at short range with this power, instead of affecting all other engaged characters.
Control Ebb: When making a combined Ebb power check, the Force user may spend a [Force Point] to add a [Threat] result to all checks made by engaged opponents until the end of the Force user's next turn. The Force user may not activate this multiple times.

Flow: When making a combined Flow power check, the Force user may spend a [Force Point] to add an [Advantage] result to any checks the Force user makes that use the same skill before the end of [their] next turn. The Force user may not activate this multiple times.

Background

THE PRIVILEGED FEW
•Even on affluent worlds, there are individuals who enjoy lives of greater privilege than most. On worlds where basic necessities are precious, there exist some members of society who never want for those essentials. For children, a life of privilege is most often a quirk of birth. Generally, their family somehow earned the rank and lifestyle, and they benefit immensely
from being born into it. Characters with this background have had opportunities that most have not enjoyed. This typically includes a thorough education and can also encompass other life opportunities, such as travel and cultural interactions. This background colors the character's attitude toward wealth and material possessions. Some who choose to abandon these comforts look down upon others who continue to enjoy them.

AN ANCIENT RELIGION 
•More than twenty years ago, then-Supreme Chancellor Palpatine wiped out the Jedi. Before he did so, the Jedi were figures of whom many people had heard, but with whom few had ever interacted. To most, they were a tiny and aloof band of warriors and peacekeepers, not people one interacted with on a daily basis. After the purge, those few who had formerly had the most opportunity to interact with the Jedi, the people engaged in the work of galactic governance, worked directly for the man responsible for wiping out those same Jedi. Some dismissed the Jedi as a dangerous cult that had almost overthrown the galactic government. Some figured the best way to survive in the growing Galactic Empire was to forget the Jedi had ever existed. Some refused either of these paths, only to vanish quietly as they drew the attention of the Imperial Security Bureau. Many beings in the rest of the galaxy had never even seen a Jedi or experienced the Force. For them, it was all too easy to believe the Force was a hoax, and the Jedi were gone. out the believe Now, the Galactic Empire works tirelessly to stamp last rumors and legends of the Jedi's existence. Many who live under the Empire's dominion the Force is little more than an outdated legend. Citizens who have the potential to use the Force almost never come to recognize their inborn talents. Instead, they simply attribute any signs of their ability to luck, spiritual favor, or some other natural ability. Most vigorously deny any connection to the Force, insisting that their skills and abilities are not enhanced by its influence. Learning to embrace the Force as well as to use his abilities deliberately could be a central part of a character's initial development.

FLEEING THE EMPIRE
•The Empire hunts down Force users diligently and enthusiastically. The character may have betrayed his affinity to the Force in some way, perhaps by anticipating someone's thoughts or saving someone's life by stopping a crashing speeder with his mind. Whatever the cause, the character is now hunted by Imperial agents and must flee his former life or be destroyed.

Motivation

AMBITION
A character with this Motivation is driven by a specific goal. This Motivation is internal, often abstract, and possibly selfish in nature. A character with the Ambition Motivation wants to better himself in some way-gaining love, status, power, or spiritual knowledge, for example. The player should determine the character's ultimate goal and why he does things the way he does to get there.

•Survival: In a galaxy where simply being a Force user can be a death sentence, the character's primary concern is survival.
He's willing to do what it takes to make sure he lives another day.

Obligations

Betrayal (Obligation: 30)
•This Obligation can work in one of two ways: either the character is the target of a deep and personal betrayal, or the character is the one who betrayed others. Whether it's as simple as a betrayed confidence or broken promise or as serious as treason or mutiny, the betrayal eats away at the character and affects their everyday life. The target of the betrayal may seek answers, compensation, or simply revenge.

Description

MORALITY (30/100)
Bravery: The character's bravery is quite remarkable. Whether facing down a charging rancor or racing into a burning building to save innocents, he is always willing to take risk to help others.

Anger: Hot blood, however, can easily lead to hot tempers. The character is quick to anger, and what he cannot deal with face-to-face can often frustrate him to the point of rage.

Other Notes

Darcel's Blaster Rifle
•Augmented Spin Barrel: Base Modifiers: Increase weapon damage by one point. Adds a [Set-Back Die] to all Mechanics checks when performing maintenance on this weapon.

*Modification Options: 2 Damage +1 Mods, 1 Weapon Quality (Accurate + 1) Mod, 1 Weapon Quality (Pierce + 1) Mod.
-Accurate (Passive) (Rank:2)
For each level of this trait, the attacker adds a [Bonus Die] to their attack dice pools while using this weapon.

-Pierce (Passive) (Rank:1)
An attack made with this weapon ignores one point of soak for each rank of Pierce. If the weapon has more ranks of Pierce than the target's total soak, it completely ignores the target's soak. For example, Pierce 3 against a soak of 2 ignores 2 points of soak, but the extra point of Pierce has no further effect.


•Telescopic Optical Sight: Reduce the difficulty of ranged combat checks at long and extreme range by one.


•Custom Grip: Base Modifiers: Remove a [Set-Back Die] from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds [Two Set-Back Die] to all combat checks made using it.

*Modification Options: 1 Quality (Accurate +1) Mod.
-Accurate (Passive)

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