Talents
- Clever Solution: Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.
- Grit 1: Gain +1 Strain Threshold per level.
- Keen-Eyed 2: Remove per rank from all Perception and Vigilance checks. Searching an area takes half the normal time.
- Steet Smarts 1: Remove per rank from all Knowledge (Underworld) and Steetwise checks.
- Well Rounded: Choose any two skills. They permanently become Career Skills (Cool & Ranged [Light])
Special Abilities
- Resilient Metabolism: Devaronian physiology is naturally hardy and resistant to toxins. Members of the species add to all Resilience checks they make.
Force Powers
- Farsight: May spend to ignore effects of darkness or blindness and see normally up to Medium range for remainder of the round (or one minute). This allows Alamy to view everything most sentients could normally see on a well-lit day.
- Control: Spend to make out fine details on a single object within Medium range.
- Control: Spend to see through a single object at Medium range as though it were transparent.
- Control: When making a Vigilance or Perception check, make a Farsight power check as part of the pool and spend to gain or on the check.
- Duration 2: Spend to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
- Misdirect: Spend to make a target at up to Short range unable to perceive a chosen person or object of Silhouette 1 or smaller. Until beginning of user's next turn, target cannot see or sense the hidden person or object. May not be activated multiple times.
Weapons
- Model 58 Concealment Holster (Rarity 3, Enc –; + to Perception checks to discover a weapon in the holster)
- Blaster Pistol (Dam 8, Crit 3, Range: Medium, Enc 1, HP 3, Rarity 4, Stun Setting, Accurate 1)
- Ionization Blaster (Ranged [Light], Dam 12, Crit 5, Short, Encum 3, HP 3, 250 credits; Disorient 5, Stun Damage (droid only)
- Ion Grenade x 2 (Ranged [Light], Dam 10, Crit 5, Short, Enc 1, Rarity 4, 65 credits; Blast 7, Disorient 5, Limited Ammo 1, Stun Damage (Droid Only)
Clothing & Armor
- BPEA-1A Cascader (Rarity 8, Enc –; upgrade all Charm, Deception, and Leadership checks by one)
- Mark III Modular Backpack with 6 Accessory Pouches (Enc 0, Rarity 1, 165 credits; +8 to encumbrance threshold)
- Cloaking Coat (Soak 1, Defense 1, Rarity 8, Enc. 4, HP 1; upgrade any detection attempts by sensors or electronics twice)
- Military Belt Pouch (Rarity 0, Enc. 0)
- Extra Reloads (Enc 0)
- Stimpack (25 credits; Encumbrance 0, Rarity 1)
- Satchel (reskinned Surveyor's Bag, and don't you dare call it a purse!; +2 Encumbrance threshold)
Equipment
- Binders (Rarity 0, Enc 0)
- Breath Mask (Enc 1, Rarity 0, 25 credits)
- Concealed Recorder (Rarity 5, Enc 0; +2 Setbacks on Perception checks to find on someone's body)
- Datapad (Rarity 1, Enc 1)
- Emergency Medpac (Rarity 1, Enc 1; allows Medicine checks with no penalty)
- Forensic Investigation Kit (Rarity 4, Enc 4; + 1 Success on Perception checks to spot or gather evidence)
- Lockpicking Tools (Rarity 8, Enc 1; "right tools for the job" on Skulduggery checks to pick locks)
- Mem-stik (Enc. 0, Rarity 0)
- Mod Kits x 2
- Stimpacks x 1 (Rarity 1, Enc 0)
- Surveillance Tagger (Enc. 0, Rarity 4)
- Urban Compass (Rarity 1, Enc 1; remove from unfamiliarity with a city; add to checks to find information about a city and its locations)
In Storage
- Backpack (+4 Encumbrance, Rarity 0)
- Boonta Holdout Blaster (Dam 6, Crit 3, Range: Short, Enc 1, HP 1, Rarity 8, Stun setting; + on Perception checks to locate weapon on someone's body; - on Deception attempts to explain it as ornamental or non-threatening)
- Blaster Suppressor (add to checks to locate the shooter)
[*]False Voice Transmitter (Rarity 6, Enc 4; upgrades Charm, Coercion, Deception, Leadership, and Negotiation checks once when impersonating another being)
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Description
She could pass for a Human in the right light, but her reddish-orange skin, yellow eyes, and vestigial horns are a dead giveaway that Alamy is, in fact, a Devaronian. But don't stare, or she'll tell you to go kriff yourself.
Those clothes do two things: They speak to her relative youth, and they make her father worry for the future of the galaxy. Those accessories—the fingerless gloves, the combat boots, the purple hair tips, the bandana with a nexu's mouth on it—allow her to fit in anywhere from the palace of the grimiest Hutt gangster to a concert by the hottest alt-jatz band, a band Alamy liked before they got popular.
But don't overlook her pendant. It's the key to understanding why Alamy is different from the Nar Shaddaa riffraff and the Coruscanti party crowd alike. That's the symbol of Sud'ya, Devaronian goddess of justice, who sees what you do and makes sure you pay for it. Sounds a lot like AAA.
Motivation
Injustice (Corruption): A just society passes laws that protect its citizens regardless of species, wealth level, or planet of origin, while an unjust one governs based on prejudice and passes laws that support the rich at the expense of everyone else. Alamy often finds herself fighting against corrupt police forces and legal system personnel, especially on planets aligned with the Republic, since it is supposed to represent the counter example to all that is wrong with the Sith Empire.
Morality: 52
Emotional Strength: Justice: A strong sense of right and wrong means that Alamy's focus becomes sharp and intense when a wrong is identified. Correcting a wrong brings a strong sense of satisfaction.
Emotional Weakness: Cruelty: Alamy not only serves as a self-appointed judge and jury, but she also starts to believe that inflicting pain or humiliation is a fitting punishment. How else are the wicked supposed to learn?
Obligation: 10
Family: Alamy's mother disappeared under suspicious circumstances, and she's convinced her father is being silenced somehow by corruption in the Republic Scout Corps. But she knows the corruption goes much deeper than that. The young Devaronian is now hellbent on finding out what happened to her mother and making sure her father is OK.
Background
Alamy Alephine A'Culea was always lonely as a kid. As hyperspace scouts, her parents were constantly blazing new trails and winning big government contracts. The credits paid for Alamy's galaxy-class education at one boarding school after another, but rich-girl schooling brought rich-girl problems: spice addiction, a pazaak habit, and more than a few near-death experiences shooting guns in the jungle for fun.
At the University of Montellian Serat, Alamy fell in with a crowd that cared more about all-night jatz raves than studying trans-Clak'dorian algebra. Things got worse when the young woman got a staticky holo from her father near the end of her first year: a faulty hyperspace jump had sent her mother smashing into a dwarf planet somewhere near Durkteel. Alamy's mother and father had just received permanent commissions with the Republic Scout Corps, and he assured his daughter that there was no need to press charges or ask for an investigation into the death. But it didn't make sense: Alamy's mother was the best astrogator in the galaxy.
The young Devaronian took the news hard. She stopped going to class and found comfort in ji rikknit and underground parties. One night, stumbling home from a dive in Montellian Serat, she took a wrong turn down a blind alley and found herself cornered by two burly Devaronian constables. The fear sobered her up and flushed her horns with blood. But as she steeled herself to fend the men off, she found that they couldn't see her. The cops looked up and down the alley, talking about how they needed Alamy as leverage, how if they had her, her father would have no choice but to stay in the Scout Corps. But it was like Alamy had disappeared. And the men left.
A slight Devaronian woman crept out of the shadows and told Alamy to follow her. Still reeling from the would-be confrontation, Alamy did so. They wound up at a convent, one run by nuns of Sud'ya, Devaronian goddess of justice. Alamy, they said, had the goddess's touch—that's how she'd kept the men from seeing her—and if she joined the convent, she could learn to use her gift even better. But join a convent? Alamy's not that kind of girl.
No, Alamy figured there had to be a better way to please the Goddess of Justice and use her gifts at the same time. She devoted herself to school, changing her course of study to journalism with a focus on investigative reporting. Indeed, Sud'ya's gift made her great at lying low, getting into places she wasn't supposed to be, and smuggling out evidence of wrongdoing. The young woman uncovered embezzling by the UMS grav-ball team, bribery in the admissions office, and smuggling of Sith artifacts by the archaeology department. When she nearly got expelled for exposing the dean's Gamorrean mistress, Alamy learned that she needed to find a way to be invisible in her reporting, too, choosing the screen name "AAA" and masking her identity in her holo-reports.
Just before starting her final year, Alamy traveled to Coruscant to get data for her capstone thesis, an exposé of corruption in the Scout Corps. Her father met with her at a tapcafé, admitting that there were some bad jorgan fruits in his department. But he told Alamy to leave well enough alone; if she looked any further into her mother's death, she'd only make her life a nightmare. But when he got up to leave the tapcafé, Alamy found that he'd left a small datatape in the booth—whether by intention or accident, she wasn't sure. On it was evidence of a secret operation about to go down, one aimed at someone named "Hell." The Devaronian woman grabbed the datatape and ran, her father's warning ringing through her ears: Leave it alone.
But that's not what Alamy does. She digs, and she exposes. She's just that kind of girl.