Pash by TheGuardian118

Species
Human
Career
Smuggler
Specializations
Beginner-EotE
System
Edge of the Empire

4
Threshold 13
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
3
2
3
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) X 1
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) X 0
Deception (Cun) X 1
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 2
Resilience (Br) 0
Skulduggery (Cun) X 0
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 1
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
6
Critical
3
Fists
Range
Engaged
Skill
Brawl
Stun setting, Disorient 1, Knockdown
Damage
3
Critical
5

400

Weapons & Armor

Blaster Pistol
Heavy Cloths

Personal Gear

Comlink

Assets & Resources

2 Stimpacks - Consumable.

The first stimpack reduces wounds taken by 5. Each additional stimpack used reduces one fewer wounds. May be used on another player at engaged range. Not usable on droids.

Critical Injuries & Conditions

Background

It’s been a hard run for the smuggler, con-man, and rogue known only as Pash. First he was ejected from Imperial flight school for “insubordination” (which is apparently a fancy word for “stealing a shuttle for a quick flight around the planet when bored one day”). Then his favorite speeder-bike was impounded when he fell behind on his debt payments. Then Pash was arrested for grifting on the streets of Aldera, on the planet of Alderaan. Then he was transported for hard labor in the spice mines of Kessel, which was apparently some Alderaani noble’s way of gettign at Pash for something involving the noble’s daughter. Then the transport carrying him to Kessel was attacked by pirates and Pash was press-ganged into service. Then the pirates were defeated by an Imperial frigate and Pash was arrested for piracy. Then Pash was set free by an Imperial officer named Herkin, who explained that Pash now owed him a huge favor, and by the way Pash was now going to fly starships for a gentlebeing named Teemo the Hutt.

Recently, Pash has been flying cargoes for Teemo in and out of the tiny town of Mos Shuuta on Tatooine. In some ways it’s been the most boring and peaceful eight weeks of Pash’s life. In other ways, he keeps getting shot at by pirates and customs officials and having to do risky landings in the remote, dangerous places, so its terrifying at the same time. On his most recent mission, Pash’s ship, a rusty on Ghtroc 720 light freighter named Ao Var, was damaged beyond repair and sold off for parts when he finally returned to Mos Shuuta. Teemo the Hutt was not happy. Since the Ao Var was technically the Hutt’s property. Pash decided it was probably time to leave the Hutt’s service, and teamed up with his favorite droid mechanic 41-VEX and a lethal Twi'lek bounty hunter named Oskara to make it happen.

Despite his long life of misfortune, Pash thinks of himself as lucky – and perhaps he is. After all, if he hadnt been arrested and transported off of Alderaan he might have been there when the Empire blew it up. Pash has a knack for coming through disaster unscathed. He’s a really excellent pilot and pretty good at a lot of other things, and has the easy-going nature of one to whom things come easily.

Motivation

Obligations

Description

Passive weapon qualities:

Stun setting: Opponent takes strain damage instead of wound damage when stun setting is enabled.

Active weapon qualities (Require 2 advantage on a successful check to activate):

Disorient: Opponent adds a setback die to all checks for X rounds.
Knockdown: Opponent is knocked prone.

Prone characters gain 1 boost die when firing a ranged weapon; opponents gain 1 setback die when firing with a ranged weapon or 1 boost die when firing with a melee weapon. This applies to players and enemies.

Other Notes

During a turn a player may take 1 action and 1 maneuver. A player may take 2 strain to take a second maneuver, in addition to the normal action. A player may not take more than 2 maneuvers in a turn.

Actions may include:
Attacking
Using a skill
Taking a maneuver instead

Maneuvers may include:
Moving (Changing range bands)
Aiming (Gaining a boost die on an attack)
Taking cover (Giving a setback die to enemies attacking you)
Readying or stowing a weapon or item
Interacting with the environment
Standing up from prone

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