Sasha by TheGuardian118

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

3
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
3
3
3
2

Skills

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

Attacks

Slughthrower Rifle
Range
Medium
Skill
Ranged: Heavy
Cumbersome 2
Damage
7
Critical
5
Fists
Range
Engaged
Skill
Brawl
Stun, Disorient 1, Knockdown
Damage
2
Critical
5

400

Weapons & Armor

Slugthrower Rifle
Heavy Clothes

Personal Gear

Macrobinoculars

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

Sasha grew up nurtured by a loving family, far from the reach of the Empire
and, in truth, civilization. Every now and again the family would pack up and
move to another remote, uncivilized planet, full of unspoiled wilderness for
Sasha to explore. What Sasha came to realize is that her parents were
members of a group that would become the Rebel Alliance and were always
on the run from Imperial authorities. When she became an adult, Sasha joined
the Rebel Alliance as well, eager to do her part for the cause of galactic
harmony and democracy.
Sasha’s idealism did not survive contact with the enemy and neither did the
rest of her Rebel cell. While on a recon mission on the planet Onderon, Sasha
and her unit gave away their position, thanks to the dangerous native wildlife.
Imperial forces, their attention drawn by blaster fire, responded with heavy
artillery and a strike force of AT-ST walkers. When Sasha and her unit called for
evacuation, they were told that no support would be forthcoming. Sasha was
the only one to survive, hiding herself in the rugged hinterlands of the planet.
Her loyalty to the Rebel Alliance broken, Sasha began selling her skills as a scout
to the highest bidder. While business on Onderon was quite good, Sasha was
eager to leave the planet where she had seen so many of her friends die. An
opportunity arose when a Twi’lek bounty hunter named Oskara came to Onderon
and needed help tracking a bounty through wild country. Sasha led Oskara to her
quarry and, in return, Oskara gave her a ride to Mos Shuuta on Tatooine.
In its own way, Tatooine has a wilderness as harsh as any jungle world, and
Sasha was able to continue serving as a freelance scout, striking up friendships
with Oskara and Teemo’s lead mechanic, a human man named Mathus. The true
danger on Tatooine for Sasha was the rule of the Hutts and their minions; enough
of Sasha’s idealism remained that guiding an indentured servant through the
wilderness to a safehouse struck her as normal, even noble. When Teemo the
Hutt found out that it was Sasha who helped the servant escape, he was not
pleased–but apparently that had given Oskara an idea...

Motivation

Obligations

Description

Passive weapon qualities:

Cumbersome: Increase the difficulty to use weapon by X - Brawn. (min 0)

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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