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About Aviri'savronAbility Score Point Buy:
28 points: Str 13 (3 points)
+2 Cha (racial)
Female Twi’lek Scoundrel 8 Force 6/session Init +13; Senses Lowlight Vision; Perception +12 (Use the Force) Languages: Basic, Binary, Bocce, Huttese, Ryl --------------------
Reflex 25 (10 Base + 8 Level + 4 Dex +1 Feat +2 Class) Fort 23 (10 Base +2 Race +8 Level +2 Con +1 Feat) Will 19 (10 Base +8 Level -1 Wis +1 Feat +1 Class) HP 76 (18+7d6+16) Threshold 23 --------------------
Speed 6 squares Melee Snap baton +7 (2d4+1) Ranged Holdout blaster pistol +10 (3d4+4) Blastech DT-12 heavy blaster pistol +11 (4d6+4), Inaccurate (cannot fire at long range); Hair Trigger; Improved Accuracy Modification Blastech DLT-20A blaster rifle +11 (3d10+7), Improved Energy Cell, no Stun setting, Improved Damage, Accurate (no penalty for firing at short range) Micro grenade launcher +11 (varies), Inaccurate (cannot fire at long range), reduced damage (grenades take -2 damage), Capacity: 4 grenades (reload is full-round action) 8 Concussion grenades (8d6-2)
4 Explosive charges (10d6), 1 square Burst Radius BAB +6 Grapple +12
Str 13, Dex 18, Con 14, Int 16, Wis 8, Cha 16 Special Enslaved background: +2 to Grapple checks, trained in Athletics Deceptive: Twi’lek may re-roll any Deception check but must abide by the results of the re-roll even if the result is worse. Talents Damage Reduction: You can spend a Force point as a standard action to gain Damage Reduction 10 for 1 minute. Force Perception: You can use a Use the Force check instead of a Perception check to avoid surprise, notice targets, sense deception, or sense influence. You are considered trained in the Perception skill for the purposes of using this talent. Knack: Once per day, you can re-roll a skill check and take the better result. Personalized Modifications (SotG p.17): As a standard action, you may tweak the settings, grips, and moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of the encounter, you gain a +1 equipment bonus on attack rolls and a +2 equipment bonus on damage rolls with that weapon. You can use this talent only on powered weapons (those that require a power cell to operate), including weapons connected to a larger power source, such as vehicle and starship weapons. Feats Starting feat - Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range. Starting feat - Weapon Proficiency (pistols): You are proficient with that type of weaponry. Starting feat - Weapon Proficiency: (simple weapons): You are proficient with that type of weaponry. Lvl 1 feat - Force Sensitivity: You can make Use the Force checks, and Use the Force is considered a class skill for you. Whenever you gain a new talent, you have the option of selecting a Force talent instead. Bonus Lvl 2 feat - Skill Focus (use computer): You gain a +5 competence bonus with the selected skill. Lvl 3 feat - Improved Defences: You add +1 to each of your Reflex, Fortitude and Will defences. Bonus Lvl 4 feat - Skill Focus (mechanics): You gain a +5 competence bonus with the selected skill. Lvl 5 feat - Weapon Proficiency (rifles): You are proficient with that type of weaponry. Bonus Lvl 6 feat - Tech specialist (SotG, p.21): You can modify a device, suit of armor, weapon, droid, or vehicle so that it gains a special trait. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid, or vehicle, and you can't apply the same benefit more than once. Before beginning the modification, you must pay one-tenth the cost of the device, suit of armor, weapon, droid, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires 1 day per 1,000 credits of the modification's cost. At the end of this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn't gain the desired trait. However, you may start over from scratch if you wish. Lvl 7 feat - Weapon Focus (rifles): You gain a +1 bonus on all attack rolls you make with the selected weapon group. Bonus Lvl 8 feat - Rapid Shot: You may fire 2 shots as a single attack against the target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack. Trained Skills (8: 4 Class, 3 Int, 1 Background) Athletics 10 (4 Class, 5 Trained 1 Str)
Untrained Skills Acrobatics 8 (4 Class, 4 Dex)
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Weapons Snap baton (100 credits, 1 kg) – CWCG, p.60
Equipment Hands-free commlink, Encrypted (1500 credits, 0.1 kg) – LECG, p.66
Money: 14375 credits
=================================================== Background:
Don’t be pretty – be useful. The Twi’lek slave girl learned this lesson when her best friend was killed just because their owner (a Hutt crime-lord) decided her performance was less amusing than her agonised pleas for mercy. That day, Aviri’savron stopped being a passive witness of her circumstances and turned to active efforts to escape her life on the Outer Rim. Instead of dancing and courting rich clients, she focussed on gaining favour with the other lackeys of her owner: technicians, mechanics, those who kept the machines running and who could, for a few favours, teach her to do the same. The girl was lucky in finding teachers and learned fast, and was soon able to repair and rebuild almost anything from an R2’s astronav circuitry to a computer terminal to a hyperdrive. Eventually, her owner learned of her new talents and traded her to a notorious Rodian space-pilot by the name of Navikko, who was delighted to find that his new girl could be of many uses on his ship, the Reaver. Aviri’savron has done her best to forget what passed during her time on board, but the occasional nightmare still surfaces. Her luck saved her again when Navikko took one risk too many and ventured into the fringes of Republic space. He sought rich pickings but found only his end: the ship he tangled with initiated a boarding action with him. It was carrying a Jedi Knight, a Human called Matesh, who decided that he had the time to rid the Galaxy of one pirate lord and still complete his mission. Seizing the moment, Aviri’savron managed a lucky hack into the Reaver’s weapon systems, disabling them; she was almost beaten to death by an enraged Navikko before the Jedi’s lightsaber cut the Rodian down. Aviri’savron’s brief time with Matesh changed her greatly, as he explained to her that what she had thought of as ‘luck’ was something called ‘the Force’ at work. Although too old – and frankly uninterested – to begin training as a Padawan, the young woman listened to what Matesh had to teach her, and has since then continued to try to develop her talents. The Jedi Knight dropped her at the nearest civilised world, with some possessions and enough credits to buy passage into the Core Worlds, refusing any offer of payment – in any form – with a warm smile. Aviri’savron goes by the name of Rissa these days. Humans (and there seem to be a lot of them around in the Republic) have trouble with her longer name; and the new name goes well with her new life, as a loyal - and useful - member of the Republic’s special operations branch. Signing up to help protect and defend something that (through its Jedi) gave her freedom is her way of acknowledging a debt she cannot repay. Appearance & Personality:
Rissa’s deep blue, almost purple, skin makes a striking combination with her wide, green eyes and her dark eyebrows (tattooed on during her time of slavery). Other tattoos and more unsavoury marks of her former owners are hidden by her dusk-grey clothing – now that she’s no longer a slave-girl, she dresses in practical garb which hides the scars of her servitude under layers of grime and oil. Never without her beloved utility belt (modified to carry her computer gear as well as her tool kit), whenever possible Rissa also wears a heavy blaster on her hip: a perhaps unsubtle way of warning onlookers not to touch, however much they might admire. Those who get close enough to look beyond the obvious will note the deeply-ingrained grease under her fingernails, and may also see the look of nervousness if contact looks likely – Rissa has a pronounced flinch reflex, another legacy of her past. She is also rarely without her beloved – and heavily customised – Blastech heavy rifle, which is her pride and joy and perpetual engineering project. Like every pet project of every engineer across the whole of space and time, the thing has spent far more hours in various states of disassembly than it ever has in combat; people who point this out to Rissa find that they have dropped to the bottom of her priority list when it comes to servicing their equipment. Rissa is both skittish, and impulsive, but is bright enough to know that she usually needs to take advice before she acts. She is not hugely conformist (in particular, her habit of sweet-talking inanimate objects that she’s tinkering with can be disturbing to those who haven’t heard it before), and her transfer to the special ops wing of the Republic’s forces was the perfect move for her: enough leeway that her unpredictability is an asset, while having superior officers who will protect her from her worst instincts. Her time in service has honed her talents, so that in addition to her technical skills she is capable of defending herself in a firefight. Any commanding officer of a unit she is attached to has gained a valuable asset for unconventional warfare, whether breaking open locks, slicing through enemy computer systems, or laying down sabotaging explosives. Wary of her past experiences with humanoids, Rissa generally prefers the company of her beloved computer programs, machines and droids: whatever demands they make of her, she can attend to without revisiting memories best left sealed. One of her few true friendships is with Matesh, the Jedi Knight who rescued her and showed her a larger universe than she could ever have imagined. With her duties and his, they meet infrequently at best, perhaps 2 or 3 times a year. In his company, Rissa feels not only at ease, but safe; she knows that she can endure whatever the Galaxy throws at her, so long as she has that friendship to fall back on. |