Star Wars: The Silent Trinity


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Alyssa Kerrigan

Alyssa Kerrigan
Female Human Scout 6th lvl

Medium-size, 1.68 m, 54 kg, 21 yrs old
black hair, blue eyes, fair skin

Str 13 +1
Dex 18 +4
Con 14 +2
Int 16 +3
Wis 12 +1
Cha 15 +2

Vitality 45
Wounds 14
Defense 18

Initiative +4
Base Attack +4
Ranged Attack +9(+10) or +8(+9)/+8(+9) (3d8+4(+5), 18-20; modified BT-A280 Blaster Rifle)

Fortitude +5
Reflex +7
Will +4

Reputation +1
Speed 10m
Force Points 5

Skills: Astrogate +10(7), Climb +5(4), Computer Use +5(2), Hide* +13(9), Jump +5(4), Knowledge: Wilderness Lore +5(2), Knowledge: Technology +5(2), Knowledge: Tatooine +5(2), Listen +10(9), Move Silently* +13(9), Pilot +10(6), Repair +12(9), Search +10(7), Spot +10(9), Survival +10(9). Speak Language: Basic, Jawa Trade Language, Bith; Read/Write Language: Basic, Jawa Trade Language.

Feats: Weapon Group Proficiency: Simple Weapons, Weapon Group Proficiency: Blaster Pistols, Weapon Group Proficiency: Blaster Rifles, Armor Proficiency: Light, Track, Weapon Focus: Blaster Rifle, Point Blank Shot, Rapid Shot.

Special Abilities: Trailblazing, Heart +1 (1/day), Uncanny Dodge (Dex bonus to Defense), Skill Mastery (Hide), Extreme Effort (1/day), Evasion.

Equipment: Personalized Mastercraft BlasTech A280 Blaster Rifle [Enhanced Critical, Enhanced Rapid Shot], Personalized BlasTech DY-225 Heavy Blaster Pistol [Enhanced Stun x2], Combat Jumpsuit, Ayelixe/Krongbing Textiles Shadowsuit, Aratech R82 Jump Boots, Fuel Cell (2), VargeCorp Easy Breathing Breath Mask, Alliwon Electronics Vennoc-x Chronometer, All-Temperature Cloak, SoroSuub C1 Personal Comlink, Credit Chip, Electrobinoculars, Energy Cell (2), Glow Rod, Grappling Spike Launcher (2), Power Pack (10), BlasTech Blaster Repair Kit, Tool Kit, SurvivalGear Water JugFilter, 95 Credits.

Description: Alyssa is an attractive young woman. Her raven-black hair is worn shoulder-long and straight, her eyes are steel-blue. She is in very good shape and her trained body is slender and lithe. Outside, she wears an armored jumpsuit or her shadowsuit, depending on situation, but isn't shy to wear more form-flattering garments within city limits and during social events. When doing repairs or on a starship, Alyssa usually wears loose-fitting, green cargo pants and a short, white tank top. In general she prefers darker colors for her clothing over bright ones.

Background: Alyssa has been born on Tatooine, where she spent most of her life exploring the vast desertlike surface, often hiring out as a professional scout. Because of the constant threat posed by the tusken raiders, she has learned to handle blasters as a child already. She has a knack for rifles and prefers them over pistols whenever possible. She also makes extensive modifications to her weapons usually. Alyssa always dreamed of distant stars and planets and worked hard to earn some credits to be able to leave her homeworld. With her various talents (and good looks) it wasn't hard to get an assignment on a starship eventually and she spent about a year on the ship, doing repairs while the other crewmembers gladly teached her how to navigate and pilot the space transport. She has visited a few major systems this way and finally decided to stay on Clak'Dor VII for a while. The time she has spent on the planet has drained her savings and so she is looking for a way to earn some credits again...
 

Kluurz Scout 2/Soldier 4
Medium Humanoid (Trandoshan)
Vitality: 2d8 + 4d10 + 18 (60 vp)
Wounds: 17wp
Initiative: +1
Reputation: +1
Speed: 10m
Armor Class: 19 (+2 Dex, +1 nat. armour, +4 class, +2 feat), touch 13, flat-footed 13
Base Attack/Grapple: +5/+10
Attacks: 2 x melee +9 (mc +3 combat gloves, 2d4+10(7)/19-20), 2 x ranged +5 (mc +1 blasters, 3d6+1/20, 10m)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: 20m infravision, trailblazing
Saves: Fort +9, Ref +5, Will +4
Abilities: str 20, dex 15, con 17, int 16, wis 12, cha 10

Skills:
astrogate +9 (+6 ranks, +3 int)
climb +10 (+5 ranks, +5 str)
computer use +9 (+6 ranks, +3 int)
demolitions +9 (+6 ranks, +3 int)
hide +5 (+3 ranks, +2 dex)
intimidate +4 (+4 ranks)
jump +10 (+5 ranks, +5 str)
knowledge(wilderness lore) +8 (+5 ranks, +3 int)
listen +4 (+3 ranks, +1 wis)
move silently +5 (+3 ranks, +2 dex)
pilot +9 (+7 ranks, +2 dex)
repair +11 (+6 ranks, +3 int, +2 equip)
search +5 (+2 ranks, +3 int)
spot +4 (+3 ranks, +1 wis)
survival +6 (+5 ranks, +1 wis)
swim +7 (+2 ranks, +5 str)
treat injury +3 (+2 ranks, +1 wis)

Feats: armour prof. (light), weapon prof. (simple), weapon prof. (blaster pistols), weapon prof. (blaster rifles), weapon prof. (heavy), weapon prof. (vibro), track, martial arts, defensive martial arts, weapon focus (unarmed), improved martial arts, ambidexterity, two-weapon fighting
XP: 21000/28000
Age: 26
Weight: 121.5 kg(total) = 94kg (char) + 27.5kg (gear)
Height: 1.8m
Languages: Basic, Dosh, Shyriiwook (spoken), Gamorrean (spoken), Rodese (spoken)

Equipment: 1150 credits

mc +3 combat gloves
mc +1 blaster pistol (100/100)
mc +1 blaster pistol (100/100)
10 spare power packs
all-temperature cloak
encrypted commlink headset
credit chip
field kit
grappling spike launcher
5 spare liquid cables
electrobinoculars
medical kit
tool kit
flight suit
2 sets of fatigues
1 set of normal clothes


Background:

Kluurz grew up as part of the Wookie-slave trade, taught by his father in the ways of the wilderness and hunting. Though he didn't mind spending time out in wilderness areas, herding up wookies like cattle didn't really appeal to him that much. So he talked with his father about leaving the industry and joing the Rebels. His father was less than impressed and many arguments between the two led to a sour parting of ways, higlighted by Kluurz's releasing an entire trip's worth of slaves then helping them get as far away as possible, by hijacking the ship they were to be transported in. This put him in the bad books with a lot of people, so he (and a number of the wookie escapies) pooled what resources they had and fled to the outer rim. After a few brief farewells they split up on arrival for safety reasons, and went about making new lives. Kluurz made a living as a professional boxer before joining the Rebels at his next given opportunity.

During his time with the Rebels Kluurz was in an assault unit, and was infamous for his brutal melee ability. He would often enter boxing tournaments, legal and illegal alike, on the side for the extra cash he could earn on the side, which is what got him in trouble. When he accidently killed an opponent he was discharged from service, and is now out to prove his worth again.


Appearance:

Kluurz has a notably darker shade of green than the rest of his species, and his eyes are a disturbing shade of blood red. His build makes him look as though he were genetically bred for hand-to-hand combat, this thought is often reinforced when he makes use of his blasters as they look like a hold-outs in his massive paws.

When doing business his dress code is utilitarian, keeping things simple and useful. He doesn't like to wear armour as he finds it too restrictive. When not doing business though he likes to wear conservative but fashionable clothing, showing particular favour to turtle necks and long coats. One thing that remains constant throughout is his combat gloves, he almost never removes them when on the job (personal safety he always says) and removes them only slightly more often any other time.


Attitude:

Kluurz is a nice enough fellow, or tries to be rather. He is well mannered to those around him and surprisingly difficult to anger. Though when he is pushed over the edge he has a reputation for beating people to near-lifeless pulp.

When on the job though he means business, as his work is his livelyhood and he takes it quite seriously. Though tolerant with those around him he refuses to let himself create any type of hindrance in reaching objectives, and will often try to pick up the slack created by anyone else.

When not working he's relaxed and casual, and spends a lot of time out and about having fun, or fighting, but mostly both.

After his time spent as a professional fighter, he has come to respect honourable opponents. Particularly those who would attempt to resolve conflicts outside of the ring with words before physically lashing out. Nonetheless, he believes that might is right, and no matter what someone has to say, if they don't have the means to back up their beliefs if it comes to blows then they deserve to lose. To achieve peace one must prepare for war, is something that he believes in strongly.
 
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Derrich Telein
Male Human Soldier 6th lvl

Medium-size, 1.78 m, 83 kg, 23 yrs old
shaved head, grey eyes, fair skin

Str 16 +3
Dex 18 +4
Con 16 +3
Int 16 +3
Wis 15 +2
Cha 12 +1

Vitality 61
Wounds 16
Defense 19

Initiative +4
Base Attack +6

Melee Attack: +9/+4 (Unarmed Strike 1d4 / 20)
Ranged Attack: +10/+5 or +8/+8/+3 (+1 DL-44 Heavy Blaster Pistol 3d8+1 , 12m / 20) +10/+5 or +8/+8/+5 or (I could be wrong with this, but I think I can still use the Multifire option with the Rapid Shot feat) +4/+4/+4/-1 (+2 E-11 Blaster Rifle 3d8+2, 45m / 20)

Fortitude +8
Reflex +6
Will +4

Reputation +2
Speed 10m
Force Points 5

Automatic Languages: Basic (Speak and Read/Write), Bith (Speak and Read/Write), Sullustese (Speak only)

Skills: Computer Use +10(7), Demolitions +8(5), Diplomacy +4(3), Entertain(bass vee) +4(3), Hide +7(3), Knowledge(Imperial Military) +9(6), Move Silently +7(3), Pilot+16(9+3 from SE feat), Profession(Military Officer) +8(6), Read/Write Language: Huttese, Repair +10(7), Speak Language: Huttese, Treat Injury +8(6)

Feats: Weapon Group Proficiency: Simple Weapons, Weapon Group Proficiency: Blaster Pistols, Weapon Group Proficiency: Blaster Rifles, Weapon Group Proficiency: Vibro Weapons, Weapon Group Proficiency: Heavy Weapons, Armor Proficiency: Light, Martial Arts, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Skill Emphasis(Pilot), Starship Operation(starfighter), Starship Operation(space transport)


Equipment: Mastercraft +2 E-11 Blaster Rifle, Mastercraft +1 DL-44 Heavy Blaster Pistol, Combat Jumpsuit, Field Kit, Comlink, Liquid Cable Dispenser, 4 Medical Kits, 2 Medpacs, Recording Rod, Bass Vee, 10 Spare Power Packs, 125 Credits

Total Encumbrance: 37.1 kg

Description: Derrich is a fairly average looking human male. His features aren’t horrible but again his appearance is nothing especially memorable. He has an athlete’s build, broad shoulders with a narrow waist and lean but defined musculature. His head and face are completely shaved to avoid the chance of entanglement in anything. His eyes are a piercing dark grey. He has a few scars on his lower back from a knife fight in his Academy days and a 119th Imperial TIE Wing insignia tattooed on the right side of his upper back. He keeps the tattoo in remembrance of where he came from. His short stature is good for a fighter pilot, being able to fit in the cramped cockpits of whatever he’s currently flying.

When expecting combat he wears his subdued combat jumpsuit modeled after the sneak suits worn by the Spec Force Infiltrators. Normally however he has a wide wardrobe of various and sundry outfits, usually consisting of loose pants and a variety of shirts. When necessary, he also has a suit or two for formal occasions.

Background: Born to a minor merchant family, Derrich spent much of his youth traveling around the Core in various transports. From a young age he showed a natural inclination for space flight, spending hours a day honing his skills in simulators of all kinds. This training paid off as he was accepted to the Imperial Pilot Academy. He graduated with honors and served shortly as an officer in a TIE squadron before the racist and heinous actions of the Empire became clear to him. Deserting as soon as he could, Derrich bounced around the Rim for a few months before making contact and joining the Rebels. He wanted to serve in the fighter ranks, but his higher ups ended up assigning him to an Infiltrator unit where he served as both pilot and the walking database on Imperial procedures.

His unit was very successful for several missions until a sabotage run on an Imperial space station went bad. Three members of the squad had been compromised and turned traitor to the Imperial side, leaving Derrich and his Sullusten commander to fight for their lives an in attempt to escape the station. The commander died in the running firefight but Derrich managed to make it back to the ship they’d come in and using his piloting skills was able to escape.

Upon returning to the Alliance though, the Rebel Intelligence didn’t buy his story of being betrayed and arrested him on charges of betraying his team. Luckily, he was believed by a few other Rebels who managed to smuggle him out before he could be executed. Once again Derrich found himself alone on the Rim, working as a freelance mercenary and pilot, holding only that whatever work he did had to be detrimental to the Empire. For the past few months he has been waging his own private war, and recently finished up a smuggling job taking medical supplies to a Rebel cell. His employers dropped him off on Clak'Dor VII as he awaits his next move.
 

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