Character Name

Bechesmy Askill by MegaGeek2468

Trailblazer/Pilot/Force-Sensitive Emergent
Age of Rebellion

Threshold 16
Current 0
Threshold 13
Current 6
Ranged 0
Melee 0

Placeholder Image




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


A295 Blaster Rifle
Ranged: Heavy
Accurate 6, Cumbersome 2, Pierce 1, Stun Setting; DD for attacks at Engaged range
Holdout Blaster
Ranged: Light
S to Perception checks to find, S to Maintenance checks
Entrenching Tool


Weapons & Armor

A295 Blaster Rifle (0/5 HP) (Enc 4)
- Augmented Spin Barrel (2 Dam 1 mods, 1 Accurate 1 (+1) mod, 1 Pierce 1 mod)
- Forearm Grip (1 Accurate 1(+1) mod)
- Marksman Scope (2 Accurate 1 mods)
Holdout Blaster (0/1 HP) (Enc 1)
- Blaster Actuating Module (2 Dam 1 mods)
Laminate Armour (3/3 HP) (Enc 1)

Personal Gear

Wilderness Survival Kit (Enc 3)

- Comlink (Handheld) (Enc 0)
- Concealment Holster (Enc -, contains Holdout Blaster)

Utility Belt (Enc +1)
- 2x Military Belt Pouches (Enc -)
- 4x Stimpacks (Enc 0)
- Extra Reload (Enc 1)
- Respirator (Enc -)
- Glow rod (Enc -)

Load-Bearing Gear (Enc +3)
- Camouflage Paint (Enc 0)
- Entrenching Tool (Enc 1)
- Macrobinoculars (Enc 1)
- Emergency flare gun
- Survival knife

Modular Backpack Frame with 1 Storage Module (Enc +3)
- Comms Unit (Enc 2)
- Distress beacon
- 2x Emergency Comlinks
- Fifty-metre microfiber line
- Ration bars
- Spool of wire
- Ten ration packs


- Basic medpac
- Thermal cloak
- Water jug

Ord Radama:
- Weapon Maintenance Kit (Enc 2)

- Recon Remote (Enc 1)

Assets & Resources

Critical Injuries & Conditions


Name Book & Page Description
Intuitive Navigation AoR p.55 May add 1 Adv to Astrogation checks
Toughened 1 FiB p.31 +2 WT
Prime Positions 1 FiB p.31 PC/allies at Short range: +1 ranged soak while in cover
Stalker 1 FiB p.31 Boost per rank to Stealth/Coordination
Dodge 2 FiB p.31 Suffer St equal to ranks to upgrade incoming attacks by that number
Disorient 1 FiB p.31 May spend 2 Adv on successful check to Disorient target for rounds equal to ranks
Blind Spot 1 FiB p.31 PC/Allies in short range add Adv to all attacks made from cover
Prey on the Weak FiB p.31 +1 Dam to Disoriented targets per rank
Dedication (Brawn) FiB p.31 +1 Brawn
Indistinguishable AoR p.293 Upgrade difficulty of checks to identify character once per rank of Indistinguishable
Sleight of Mind AoR p.293 Add B to all Stealth checks unless the opposition is immune to Force powers
Grit 1 AoR p.293 +1 ST
Touch of Fate AoR p.293 Add BB to one check per sesson
Galaxy Mapper 1 AoR p.69 Remove S per rank from Astrogation checks; half the time taken to make Astrogation checks.

Force Powers

Force Rating
The user may spend 1FP to sense all living things within short range (including sentient and non-sentient beings).

The user may spend 1FP to sense the current emotional state of one living target with whom he is engaged.
Upgrade Effect
Control Ongoing effect: Commit 1FD. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.


Bechesmy 'Bech' Askill was born to one of the last traditional spacefaring families of Duros - indeed her name, which in Durese translated to Basic as 'wanderer', was chosen in the manner of the ancient Duros traditions. Where once her whole people had travelled the stars, now only a few hundred deep-space explorers remained, still charting new hyperlanes and discovering what lay beyond the galaxy's civilised systems. She was born in hyperspace, in the Deep Core; she was raised on the frontiers of a dozen worlds; and she came of age on the very edge of the galaxy, on a planet so ancient and long-lost that it had not felt the touch of sentient life in ten thousand years.

All that changed, however, when the explorer clan set down on the planet Voskaris. The world, deep in the Unknown Regions, was almost abandoned save for a few settler homesteads. One would ask why they were there at all, yet their ship's advanced sensors had picked up traces of an entirely unknown deposit of minerals. The brightly-coloured crystals mesmerised the ship's crew, and they soon contacted the Imperial Survey Corps for a valuation. What they got started as interest - and ended in horror. A shadowy Imperial agent viewed the crystals, and then turned on the crew. Bech's parents, siblings, relations and friends were carved apart before her eyes, the agent's strange red blade slaying them all. Bech was fortunate - all she suffered was a severed arm, taken as she fled the ship's landing site.

Bech was left for dead, and when she awoke, everything had changed. Everyone she had ever known - her friends, her family, her whole clan - were dead. The ship was destroyed, and there was no repairing it, even with her own skills. There had not even been any supplies that survived, beyond a few canteens of water that she took from the bodies of those others slain while attempting to flee the massacre. All that was left was to choose a direction, and walk.

Sixty days later, she reached a collection of huts and containers in the middle of the plains. She was exhausted, in shock, crippled and scarred by her wounds and by the trauma that had come from them. She was nearly dead from dehydration and starvation, had lost a third of her body weight, and needed several days of rest before she was fit to walk again.

Her saviours, it transpired, were soldiers of the Rebel Alliance. This supply depot was established as the planet was rarely visited, allowing the Rebels to keep a low profile on their travels to and from the outpost. The soldiers on the base were kind, and understood her situation - many of them had lost family members to the Empire, though none had suffered so complete a loss. Around those soldiers, who understood her experiences and worked to make her as welcome as possible, she was happier than she had been in a long while. It wasn't long before her Alliance enlistment papers were winging across the Holonet to Alliance High Command, though her training was already well underway.

Bech was an experienced tracker, hunter, marksman and pilot, but she was taught how to translate her skills to a military context: the arts of fieldcraft, combat drills and field medicine. She learnt how to use cover, how to effectively site field fortifications, how to ensure that her weapon and her squad were always fully functional. When her transfer orders came in she was sad to go - the three dozen soldiers of that small outpost seemed her family, and she had become an integral part of the unit and its morale. There was some bitterness in her leaving, but she had been ordered to go. Besides, all units needed someone to keep their morale up. Bech Askill shouldered her pack, and went to war.


Comrades - Bech has lost her whole family; it would seem that she has no connections left. Yet wherever she goes she bonds fiercely to her comrades, no matter how reticent. They are what drives her, what she fights for, and she would have it no other way.


DUTY - 12

Morale - Bech has suffered terrible losses in her life: her family, her friends and nearly her life. She knows the value that Morale can have on soldiers - to keep them going, or to grind them down senselessly - and so she strives to keep their spirits high.


Dutybound - Bech was saved from near-death by the Rebel Alliance. She was armed by them, given the gear she needed to avenge her loss and provided with the resources needed to go forward in her self-appointed quest. She is bound to serve them until she has repaid that debt, no matter her own wishes. This can mean more often than not, though, that her own goals are stymied by local Alliance commanders.


Compassion - Bech always keeps the needs of others at the forefront of her mind, whether bucking up her friends in their downtime with an impromptu game of landing pad football or leading the charge on an Imperial bunker. She will always give her last ration pack to a hungry friend, take another trooper's watch if they need the rest, or her last stimpack if another's injuries were greater. If it means another being does not have to endure what she has, she will gladly make the sacrifice.

Hatred - The Galaxy is full of beings who are cruel, corrupt, murderous and worse. Bech has boundless compassion for those who have suffered, but for those who inflict the suffering it must be returned in full, with interest. Bech must be careful to mediate this, lest she fall to a Dark Side of which she is only vaguely aware.


Bech is a young woman, just eighteen years of age, yet she seems prematurely aged by what she has seen. There are shallow, almost-invisible lines on her face - yet they are there nonetheless - around her red eyes and in her blue-green skin. She is tall and slim, with a wiry shape formed by years of hard travelling and time spent in the wilderness. Following her time in the wilderness of Voskaris, and her recovery under the care of an Alliance doctor, she has become even fitter, her excess fat burned away into taut muscle. However what most people notice first is the burnished metal of her prosthetic left arm; a relic of an encounter with an Imperial agent at a younger age. It is a functional prosthetic, the dark, chipped metal kept operational, yet no more effort is placed upon it. Most of the time, Bech wears it under a long sleeve or glove. The presence of the limb shames her, yet she retains it nonetheless, a tool and a reminder of what she has lost.

Her uniform is a confused selection of gear - she wears the combat jacket of an Alliance soldier, bearing a typical but effective green, tan and brown camouflage that conceals her when in woods; yet her trousers are the plain khaki of a CorSec security troopers, cast-offs from a military surplus shop she visited on her family's last stop. Her helmet is Alliance standard issue, adapted for her Duros physiology to feature an extended upper structure, such that her whole head is protected. Over her jacket she wears a set of Imperial Army body armour and webbing, to carry her various kit, which she has modified with certain additional components, including an extended left shoulder pad, on which is painted a green Alliance crest, as well as the camouflaged vambraces of a Clone Scout Trooper

On her back is a modular pack frame, painted khaki to further blend it in with her other gear, to which is attached a comm pack and storage compartment. She is conscious that her affiliation is obvious, and so she typically wears a long coat over all but her pack, to hide her other gear.

Bech is a jovial character, always looking to cheer her comrades up when she can, yet this conceals a deeper fear. She remains convinced that she might lose those close to her, and even though they now stand together, and are all competent fighters, that fear remains profound in her mind.

Other Notes

Starting XP - 100
Bonus XP - 30
Duty XP - 5
Earned XP - 260

Agility 3 - 30 XP
Agility 4 - 40 XP
Cunning 3 - 30 XP
Pilot Specialisation - 30 XP
Astrogation 1 - 5 XP
Gunnery 2 - 10 XP
Perception 1 - 5 XP
Prime Positions 1 - 10 XP
Stalker 1 - 5 XP
Disorient 1 - 10 XP
Dodge 1 -15 XP
Blind Spot 1 - 15 XP
Prey on the Weak 1 - 20 XP
Dodge 2 - 20 XP
Dedication (Brawn) - 25 XP
Cool 1 - 10 XP
Vigilance 1 - 10 XP
Astrogation 2 - 10 XP
Force-Sensitive Emergent - 20XP
Indistinguishable - 5XP
Sleight of Mind - 10XP
Grit 1 - 15XP
Ranged (Heavy) 2 - 10XP
Touch of Fate - 20XP
Sense (Mentor [sort of] bonus) - 5XP
Control 1 - 10XP

Starting credits - 1000
Obligation credits - 1000
Gained credits - 1500
Ancient Ruins Mission credits - 350
Act III credits - 5000

Total - 8850cr

Blaster rifle - 900 Cr
- Augmented Spin Barrel - Contribution 1
- Forearm Grip - 250 Cr
Holdout blaster - Haydon's arsenal
Padded armour - 500 Cr

Modular backpack frame - 10 Cr
- Comms Unit - 300 Cr
- Storage Unit - 30 Cr
Entrenching Tool - 20 Cr
Comlink (Handheld) - 25 Cr
Macrobinoculars - 75 Cr
3x Stimpacks - 75 Cr
Camouflage Paint - 40 Cr
Load-Bearing Gear - 100cr
Utility Belt - 25cr
Wilderness Survival Kit - 350cr
Recon Remote - 250cr
2x Military Belt Pouches - 20cr
Stimpack - 25cr
Weapon Maintenance Kit - 450cr
Extra Reload - 25cr
Blaster Actuating Module + 2 Mods - 700cr
Concealment Holster - 40cr
Marksman Barrel/Scope + 2 Mods - 1400cr
Laminate Armour - 2500cr
Reduce to Essentials buy-back - -175cr
Attachment Modifications - 400cr

Total - 8335Cr


Integrated Comlink (200cr, R1)
Enhanced Optics Suite (1750cr, R3)
Integrated Targeting Computer (3000cr/Contribution 4, R7)
Integrated Scanner (1000cr)
Repulsor Fist (4750cr/Contribution 4, R7)
Tactical Droid (Probe?)
Communications Droid (Probe?)

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