To'mah Di'Semo

Killed in the line of duty

Description:

To’mah"Two-Gun Tommy"Di’Semo

317 points

ST 10 [0]; DX 12 [40]; IQ 17 [140]; HT 12 [20].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 17 [0]; Per 17 [0]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10*.
5’7"; 140.

Social Background

TL: 10 [0].
CF: Ursi (Native) [0].
Languages: Imperial Common (Native) [0]; Ursi (Native) [0].

Advantages

Acute Hearing 1 [2]; Acute Vision 2 [4]; Ambidexterity [5]; Charisma 2 [10]; Combat Reflexes [15]; Contact Group (Mafia; Effective Skill 15; 9 or less; Somewhat Reliable) [10]; Cultural Adaptability (Xeno-Adaptability) [20]; Empathy [15]; Fashion Sense [5]; Patrons 1 (Rebellion; 9 or less; Secret) [5]; Rank 5 (Rebellion) [25]; Rapid Healing [5]; Reputation +1 (Mobster; Frequency: Occasionally (7 or less); Large class) [0]; Smooth Operator 2 [30]; Social Chameleon [5]; Voice [10].

Disadvantages

Appearance (Unattractive) [-4]; Bad Temper (12 or less) [-10]; Code of Honor (Pirate’s) [-5]; Compulsive Gambling (12 or less) [-5]; Curious (12 or less) [-5]; Duty (Mafia; 6 or less (quite rarely)) [-2]; Enemy (Empire; utterly formidable group; 9 or less) [-40]; Greed (12 or less) [-15]; Impulsiveness (12 or less) [-10]; Intolerance (Rhones; Total Intolerance) [-10]; Megalomania [-10]; Overconfidence (12 or less) [-5]; Reputation -1 (Criminal; 7 or less; People: Large class) [-1]; Sense of Duty (Mafia; Large Group) [-10]; Sense of Duty (Rebel Alliance; Large Group) [-10].
Quirks: Alcohol Intolerance; Horrible Hangovers; Trademark. [-3]

Skills

Acting (A) IQ+3 [4]-20†; Administration (A) IQ [1]-17; Area Knowledge (Lysenda) (E) IQ [1]-17; Beam Weapons/TL9 (Pistol) (E) DX+3 [8]-15; Brawling (E) DX [1]-12; Carousing (E) HT+5 [8]-17†; Computer Operation/TL3 (E) IQ [1]-17; Current Affairs/TL3 (People) (E) IQ [1]-17; Current Affairs/TL3 (Politics) (E) IQ+1 [2]-18; Detect Lies (H) Per+3 [1]-20‡; Diplomacy (H) IQ+3 [2]-20§; Disguise/TL10 (A) IQ [2]-17; Driving/TL3 (Hovercraft) (A) DX [1]-12; Fast-Draw (Pistol) (E) DX+4 [8]-16*; Fast-Talk (A) IQ+5 [4]-22§; First Aid/TL3 (E) IQ [1]-17; Forgery/TL3 (H) IQ-2 [1]-15; Gambling (A) IQ+1 [4]-18; Holdout (A) IQ-1 [1]-16; Interrogation (A) IQ-1 [1]-16; Intimidation (A) IQ+3 [4]-20¶; Knife (E) DX [1]-12; Language (Native) (NL) IQ+1 [1]-18; Law (Imperial) (H) IQ-2 [1]-15; Leadership (A) IQ+3 [1]-20**; Merchant (A) IQ+2 [8]-19; Mimicry (Speech) (H) IQ [1]-17††; Navigation/TL10 (Space) (A) IQ [2]-17; Politics (A) IQ+3 [1]-20‡‡; Public Speaking (A) IQ+7 [4]-24§§; Savoir-Faire (Mafia) (E) IQ+5 [2]-22§; Savoir-Faire (Military) (E) IQ+5 [2]-22§; Shiphandling/TL10 (Spaceship) (H) IQ-1 [2]-16; Smuggling (A) IQ-1 [1]-16; Spacer/TL10 (E) IQ [1]-17; Strategy (Space) (H) IQ-1 [2]-16; Streetwise (A) IQ+3 [4]-20¶¶; Tactics (H) IQ-1 [2]-16; Urban Survival (A) Per-1 [1]-16.
Techniques: Dual-Weapon Attack (Beam Weapons (Pistol)) (H) [1]-11; Impersonate (Mimicry (Speech)) (A) [1]-15.

Footnotes

* Includes +1 from ‘Combat Reflexes’.
† Includes +2 from ‘Smooth Operator’.
‡ Includes +3 from ‘Empathy’, +2 from ‘Smooth Operator’.
§ Includes +2 from ‘Smooth Operator’, +2 from ‘Voice’; Conditional +2 from ‘Charisma’ when making Influence rolls.
¶ Includes +2 from ‘Smooth Operator’; Conditional +2 from ‘Charisma’ when making Influence rolls, -1 from ‘Reputation (Mobster)’ when your reputation works against you, -1 from ‘Reputation (Criminal)’ when your reputation works against you.
** Includes +2 from ‘Charisma’, +2 from ‘Smooth Operator’.
†† Includes +2 from ‘Voice’.
‡‡ Includes +2 from ‘Smooth Operator’, +2 from ‘Voice’.
§§ Includes +2 from ‘Charisma’, +2 from ‘Smooth Operator’, +2 from ‘Voice’.
¶¶ Includes +2 from ‘Smooth Operator’; Conditional +2 from ‘Charisma’ when making Influence rolls.

Equipment

1× Advanced Rebreather ($200; 1 lb); 1× Ballistic Suit (TL10; $1000; 6 lb); 1× Complete Wardrobe ($1000; 20 lb); 1× Disguise Kit ($200; 10 lb); 1× Electronic Lockpicks ($1500; 3 lb); 1× Holster, Belt ($25; 8 oz); 1× Holster, Shoulder ($50; 1 lb); 1× Imperial Identification Paraphenalia (Veteren Major; $0; 8 oz); 1× Imperial Officer Uniform ($0; 1 lb); 1× Interpreter (TL10; CL5; Native-level; $1000); 1× Knife (large; $40; 1 lb); 1× Personal Basics ($5; 1 lb); 1× Upper-class clothing ($200; 1 lb); 1× Winter Clothes ($300; 4 lb); 2× Blaster Pistol ($4400; 3.2 lb); 2× Silencer, Pistol or SMG ($800; 2 lb); 5× Blaster Pistol (Ammunition; $50; 2.5 lb); 5× Sobriety Pill ($50).

Encumbrance

[None]: Basic 20 lb. Ground Move 6 yd; Water Move 1 yd. Dodge 10.
Light: Basic 40 lb. Ground Move 4 yd; Water Move 1 yd. Dodge 9.
Medium: Basic 60 lb. Ground Move 3 yd; Water Move 1 yd. Dodge 8.
Heavy: Basic 120 lb. Ground Move 2 yd; Water Move 1 yd. Dodge 7.
X-Heavy: Basic 200 lb. Ground Move 1 yd; Water Move 1 yd. Dodge 6.

Defenses

Parry: 10 (DX); 10 (DX). Dodge: 10. DR: 18/6* (Torso).

Melee Attacks

Bite (12): 1d-3 cr. Reach C.
Brawling • Punch (12): 1d-3 cr. Reach C.
Brawling • Kick (10): 1d-2 cr. Reach C,1.
Brawling • Bite (10): 1d-3 cr. Reach C.
Kick (10): 1d-2 cr. Reach C,1.
Knife large • Swing (12): 1d-2 cut. Reach C,1.
Knife large • Thrust (12): 1d-2 imp. Reach C.
Punch (12): 1d-3 cr. Reach C.

Ranged Attacks

Blaster Pistol (15): 3d(5) burn sur. Acc 5. Range 300 yd / 900 yd. RoF 3. Shots 200(3).
Knife large (–): 1d-2 imp. Range 8 yd / 15 yd. RoF –.

Notes

Patron: Ran Jayma

Bio:

Leaving Lysenda as soon as he possibly could, To’mah Di’Semo made his way to Diomas in order to, as he claimed, “begin his life.”

Di’Semo started out his criminal career early getting into the scene by way of his friend Jimi Buhrk whom introduced him to capo Polva Rio. He worked as an associate for a little while, running odd jobs at the airtaxi garage until his big break came to become a soldier. He was given a job to “dispose of” a certain member of a rival gang and did so in a timely, though somewhat gruesome, manner.

As a soldier, Di’Semo was known for a variety of jobs; namely shuttle hijacking, dealing stolen property, extortion, fraud and murder. Over the course of his short time in the shadowy limelight, he became well-known for his temper and pride, even prone to drawing steel on a joke which (to him) slighted his pride. Di’Semo and his “boys” weren’t known to hold back either, their confidence was perhaps the one thing that drove them up the ladder in the crime family. The “boys” were known to sit around gambling and comparing their favourite hits — and it didn’t take much for them to kill someone. To’mah Di’Semo was especially known for unloading both his blasters when provoked, cursing and laughing all the while.

Eventually, in the course of his regular dealings in stolen property, Di’Semo got to know a man named Ran Jayma. This was a man that Di’Semo came to respect — in his own way — and, with a bit of clever maneuvering, was able to join up with on the condition that Di’Semo remain loyal to the Family. This came to no surprise to Di’Semo as those were the conditions he had prepared himself, though made to look like it was the underboss’ idea.

Naturally joining the Rebels at the same time as Jayma, Di’Semo worked as Jayma’s figurehead and intelligence operative for his band of pirates. It took little effort for the charismatic and intimidating Di’Semo to tidy the ranks of Jayma’s crew into a more effective force than the once-ragtag band of pirates was.

To'mah Di'Semo

Freedom in the Galaxy lndphoto