Merlyn

Bio

  • Species: Neimoidian
  • Age: 42
  • Height: 5'2
  • Build: small
  • Hair: none
  • Color: green
  • Career
    • Engineer
    • Colonist
  • Specializations
    • Scientist
    • Entrepreneur

Journals

Characteristics

1
2
4
3
2
3
0
12
0
10
0
6
0
0
0

Attributes

Skills

Skill © Pool Rank
Ranged (Light) (Ag) 2
Athletics (Br) 0
Charm (Pr) 1
Computers (Int) 1
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 3
Negotiation (Pr) 1
Perception (Cun) 0
Piloting (Space) (Ag) 0
Streetwise (Cun) 1
Vigilance (Will) 0
Education (Int) 2
Lore (Int) 0
Underworld (Int) 0

Core World (career)

Talents & Abilities

  • Sounds Investments (2): At the start of each session, gain 100 credits for each rank of Sound Investments.
  • Rapid Recovery: When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery.
  • Bought Info: Instead of making a Knowledge check, may take a Bought Info action; spend credits equal to 50 times the difficulty of the check to pass with one success.
  • Knowledge Specialization: When making an Education check, may spend Triumphs result to gain additional successes equal to ranks in Knowledge Specialization.
  • Natural Scholar: Once per session, may reroll any 1 Knowledge skill check.
  • Researcher: Remove 1 setback per rank of Researcher from Knowledge checks. Researching a subject takes half the time.
  • Respect Researcher: May downgrade difficulty of checks to interact with institutes of learning by one per rank of Respected Scholar.

Weapons

2VXPalm Shooter

Ranged LightShort Range

Limited Ammo 3
1
5
0
0
x

B/SporeStun Grenade

Ranged LightShort Range

Blast 6 Concussive 2 Limited Ammo 1 Stun Damage
6
3
1
0
x

MerlynMadePoison Gas Grenade

Ranged LightShort Range

Blast 6 Burn 3 Vicious 1
0
0
1
0
x

Equipment

Equipped

  • Flare Jacket (Soak 1)
    • Once per encounter, character can trigger charges within jacket. Other characters within short range must succeed a Hard vigilance check or be staggered for 1 round (extra round for 3 threat).
  • Cargo Pants
    • Holds 3 items of up to 1 encumbrance
  • Comlink
  • Apothecary Belt
    • Carries up to 30 vials (increase encumbrance threshold by 3)
  • Physician's Kit w/ Antidote kit (enc 3)
    • A physician's kit allows a user to perform relatively complex medical procedures in the field. Like emergency medpacs, physician’s kits allow a character to use the Medicine skill without penalty, and in addition grants a Boost to all Medicine skill checks. Also, thanks to their stock of stimulants and other unguents, these kits add an automatic Advantage to successful Medicine checks made while using the kit.
    • Reduces the difficulty to resist poisons by two (to a minimum of Easy). If he does not know which poison it is, he must make a Hard Underworld check.

In Belt

In Cargo Pants

  • Breath Mask (enc 1)
  • Poison Gas Grenade (enc 1)
  • Empty pocket

Credits

5485

XP

0

Duty

Personnel
Merlyn will do whatever it takes to keep Sprend and his friends healthy.

Motivations

The Weak
Merlyn has a soft spot for those in need. At least, good guys in need. He has no problem seeing bad guys suffer a bit. Or a lot.

History

His personal residence is near The Wharf* but a couple years ago (while dodging some angry/persistent creditors) he stumbled his way down into the catacombs of Bin Prime. It was here, beneath the city, that he discovered the ruins of an ancient lab. It wasn't long before he was able to jury-rig enough equipment to make a modest living dabbling in different aspects of the medical arts. The more time he spent below the surface in his lab, the greater potential he sensed in his surroundings. But without a significant increase in power, he would never be able to tap into it's full potential.

When Sprend the Duro and his gang arrived on his doorstep, that potential finally became a reality. Swift's rebels had the manpower and the skill to reassign a power generator from a nearby construction site, and to convert that energy into a form that could be used in his lab. Now he has the means to fully understand this machinery and harness it's capabilities.

In return for their help, Merlyn has agreed to join Swift's clan in loosing the Empire's grip on Bin Prime. He's eager to demonstrate his unique understanding of the ins and outs of health to his new comrades.


* A neighbourhood near the spaceport where “Sailors” like to hang out. Obviously it's not a real wharf. There isn't any waterways in Bin Prime. If there were, any catacombs beneath the water table would obviously be underwater. Duh.