Zior Xan by kymrel

Species
Falleen
Career
Colonist
Specializations
Marshal
System
Edge of the Empire

4
Threshold 14
Current 0
Threshold 14
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
2
3
2
3

Skills

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

Attacks

HH-50 Heavy Blaster Pistol
Range
Short
Skill
Ranged: Light
Stun Setting, Linked 1, Vicious 1, Electronic Sighting System
Damage
7
Critical
3
Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4

0
90
185
7/12

Weapons & Armor

HH-50 Heavy Blaster Pistol with Electronic Sighting System*
Holdout Blaster
Padded Armor

Personal Gear

Backpack
Stimpack x4
Datapad

Utility Belt
Extra Reload

Military Belt Pouch
Stimpack
Comlink (Handheld)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Beguiling Phermones EotE - FC p.20 As an incidental can spend 2 strain to upgrade Charm, Deception or Negotiation vs. a being within short range.
Toughened (5xp) EotE Core p.145 Gives +2 Wounds.
Street Smarts (5xp) EotE Core p.144 Remove 1 Setback Die from Streetwise or Knowledge (Underworld) checks.

Background

Beginnings: The High and Mighty
Attitude toward the Force: Pragmatic Power
Reson for Adventure: A Failure of Character

Zior Xan (Real name Xern Xaz) was born into wealth and privilege. As the only surviving son of the aging Falleen Baron Cezix Xaz his role was clear from birth. He would succeed where his three brothers had not, and be his father‘s right hand when he grew up.

The Xaz family had a large stake in the Black Sun syndicate and as he had already lost three promising sons to infighting within the organization the Baron decided to make sure of Zior‘s safety. He was sent off world, to a secluded private school on Corellia where he got the best education money could buy. Or would have, if he had not been to busy socializing and partying.

Growing up among humans and other aliens changed Zior. As the boy became a man he came to realize just how little he wanted to take his place besides his father and help him run the family’s criminal organization. He also realized that a life of organized crime was unpalatable.

After living a life of luxury in a series of private schools cold reality hit Zior when he graduated from university with a business degree, purchased with his father's money since Zior was not very interested in passing exams. When he returned home he told his father his decision, to travel and make his own way in the world, away from the privilege and luxury on Falleen.

After the initial rage his father decided to gamble. He gave his son a generous sum of credits and told him to go travel for a year, see the world, and sow his wild oats or whatever he wanted to do. He was certain that once the money ran out and his son found out just how superior Falleen were to the alien scum elsewhere in the galaxy his son would return and take his place in the family business. Things did not progress as he had planned.

Zior traveled around the core, colonies and mid-rim for several months. While staying on the resort world of Dremulae he met a group of wealthy young Corellians interested in exploring everything the galaxy had to offer. The group of friends traveled together for a couple of months, ending up in the Outer Rim.

The group was experiencing firsthand how life on the most remote colony worlds was for the poor colonists by visiting the colony world of Utarra, near the Hypori-system in the Ferra Sector, far out on the Outer Rim. This was when Zior’s credits ran out. He had thought he had plenty left in his account, not knowing that his father had emptied it to teach his son a lesson. Zior did learn a lesson from this, but not the one his father had hoped for him to learn.

Zior’s rich friends found it completely hilarious that one of them was actually out of credits, and even more hilarious to leave Zior stranded on the remote colony. With no friends, no credits and no real prospects Zior felt lost.

Luckily Zior had no problems making friends, but people on Utarra were poor and everyone needed to earn a living there. After a few weeks Zior took a job as a deputy to a local lawman, one of the people who protected a decently sized town from bandits, pirates and the dangerous creatures that infested the wilds surrounding the town.

The man, a human named Jock Sutt, took Zior under his wing and taught him the skills he needed to do this job. He found that the young Falleen was a natural investigator, and could talk mostly anyone in the area into confessing whatever crimes they had committed. The colony world was fairly lawless with pirates, smugglers and even slavers being all too common visitors.

For almost six months Zior worked on Utarra. He found that this simple life was good for him, and decided not to leave, but to spend his life there with the people he was getting to know and like. This changed when he was investigating the links of a local man to a smuggling operation and saw a familiar face, a human smuggler who worked for his father.

The smuggler recognized Zior and told him his father had given standing orders to his men to bring his son in if they found him. As Zior’s hand moved deliberately towards the handle of his massive double-barreled blaster the smuggler backed off, and ran into the night.

After discussing the incident with his mentor, Zior realized that he could not stay on Utarra any longer. His father would send his men, or worse yet, bounty hunters, to get him. And the people working for his father would not care if innocent people got in the way, and could even use his friends against him

Taking the advice of his friend Jock Zior travelled openly to Nar Shaddaa using his own identification papers, leaving a trail his hunters would easily pick up, in order to keep his friends on Utarra safe. Once on Nar Shaddaa he contacted a representative of one of the Hutt kajidics and in the end got an audience with Jergel the Hutt, a powerful crime-lord on Nar Shaddaa.

The Hutt was amused that the son of his rival would come to him for help. He was not interested in moving against the Black Sun openly, and so taking Zior hostage served no purpose. Instead he decided to help the young Falleen, giving him new identification papers from his best forger. In return Zior was made to understand in no uncertain terms that he owed the Hutt, and owed him big. Jergel the Hutt made sure Zior knew that when he called in this favor Zior had to pay back this life-saving favor.

Leaving Nar Shaddaa Zior was almost out of credits again, the little cash he had saved up on Utarra was running out. He had to find a new way to earn a living in this world. A new sense of purpose.

Motivation

Honor - Once a lawman, always a lawman. Zior might not feel like he always needs to respect the laws, but he will always keep his sense of honor and do what he thinks is right.

Obligations

Betrayal (10 pts) - His family feels betrayed by Zior Xan as he is not interested in accepting the responsibility and position in the family criminal enterprise.

Favor (10 pts) - A favor to a Jergel the Hutt, a rival of the Black Sun who helped Zior Xan create a new identity and gave him perfectly forged documents.

Description

A tall but skinny Falleen with striking blue eyes. He looks bulkier than he is due to his padded armor and the blue overcoat he wears over the armor.

Other Notes

*Electronic Sighting System (Strongholds of Resistance p110): Allows shooter to aim as an incidental once per round at short range. Decrease the difficulty of Perception checks to locate the shooter in low light conditions by 1. Modification options: 1 Weapon Quality (Accurate +1) mod.

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