Darcel Everette by ArmKin17

Species
Human
Career
Seeker
Specializations
Ataru Striker, Assassin
System
Edge of the Empire

3
Threshold 12
Current 10
Threshold 12
Current 0
Ranged 1
Melee 1

Characteristics

2
3
3
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 2
Resilience (Br) 0
Skulduggery (Cun) X 0
Stealth (Ag) X 1
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 1
Lightsaber (Ag) X 2
Melee (Br) X 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 2
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
2
Darcel's Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Setting
Damage
12
Critical
3

10
165
2075
09/12

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.

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

Darcel's Armored Clothing (Encumbrance:3)

Personal Gear

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

Electrobinocular (Encumbrance:1)
•Allows the user to see normally in low light or extremely bright conditions, and can magnify targets up to ten kilometers away. Informational overlays also provide distances, elevations, and velocities of sighted targets. More expensive versions have built-in recording and playback modes.

When using Electrobinoculars, characters may also remove up to [One Set-Back Die] imposed due to long range or poor light.

Stimpacks (03/03)
•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
•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.

Climbing Gear
•Though climbing gear is usually used in wilderness areas away from artificial turbolifts or simple stairs, it also can be useful in gaining entry to higher reaches through clandestine means. Most gear includes a spooled length of syntherope or liquid cable, with a hook or some other attachment to secure the line. The Pretormin Environmental Basic kit also includes four quick-adhesion pitons that can securely attach to almost any surface.

Backpack
•Increase the character's Encumbrance Threshold by 4.

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



Assets & Resources

Destiny Points: (Lightside: / Darkside: )

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

Critical Injuries & Conditions

Scattered Senses: Gains no [Bonus] until end of encounter

Talents

Name Rank Book & Page Description
Parry 1 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 1 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.
Dodge 1 EotE, 59 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Quick Strike 1 EotE, 59 Add a [Bonus Die] per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Lethal Blows (Pending) 1 EotE, 59 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.

Force Powers

Force Rating
1
Power
Move
Description
The Force can move small objects via the power of the Force.

The user may spend [Force Points] to move an object of silhouette 0 that is within short range up to his maximum range. The default range is short range.
Upgrade Effect
Range Spend [Lightside or Darkside Point] to increase power's range by a number of range bands equal to Range upgrades purchased.
Control The Force user can hurl objects to damage targets, by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.
Control The Force user can pull objects out of secure mountings or out of an opponent's grasp.

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: 25)
•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 (29/100)
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 Mod List
•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)

Return to Top