Oskara by TheGuardian118

Species
Twi'lek
Career
Bounty Hunter
Specializations
Beginner-EotE
System
Edge of the Empire

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

Placeholder Image

Characteristics

2
4
2
2
2
3

Skills

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

Attacks

Blaster Carbine
Range
Medium
Skill
Ranged: Heavy
Stun setting
Damage
9
Critical
3
Fists
Range
Engaged
Skill
Brawl
Stun setting, Disorient 1, Knockdown
Damage
2
Critical
5

400

Weapons & Armor

Blaster Carbine
Padded Armor

Personal Gear

Comlink
2 Binders (Handcuffs)
Datapad - Used to access computer systems

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

Talents

Name Rank Book & Page Description
Desert Dwellers FaD 62 When making skill checks, Twi'leks may remove 1 setback die imposed due to arid or hot environmental contiditons.

Background

Ryloth, the home planet of the Twi'leks, is a dry, dusty planet with precious little to offer for anyone looking to get rich. In fact, its most valuable (some would say only valuable) export is the illegal spice called Ryll. Consequently, many of the rich and powerful on Ryloth are smugglers, crime lords, and thugs, sometimes capturing innocent Twi'leks and forcing them to labor in the spice mines.

Oskara was always quick, clever and lucky enough to stay ahead of the press gangs…but her sister Makara was not. When Makara was nabbed by Aqualish thugs, Oskara had to act fast to keep her sister out of the mines. She offered her own unique services to the gang leader instead, claiming to be an experienced bounty hunter. Surprisingly, her first job for the gang went well and Oskara soon thrived under the tutelage of a veteran hunter named Gyax. She was called on to perform more and more duties for the spice mining gang, and as long as she did well Makara was safe.

But then Oskara was "loaned out" to a Hutt gangster on Tatooine named Teemo and things started to come undone. Teemo paid her quite well, but in the course of her bounty-hunting work for the Hutt she uncovered a plot against the Ryll-mining gang on Ryloth. The Hutt was going to seize their territory…and there would be no more guarantees of safety for Makara. Oskara decided to team up with Teemo's favorite gladiator, a Wookie named Lowhhrick, and one of his best pilots, a human named Pash. Alongside her new companions, Oskara has sent a warning to her compatriots on Ryloth and is now fleeing Teemo's revenge.

Oskara seems jaded and cynical at first, having seen much of the worst the galaxy had to offer at a young age. She is careful not to get too attached to anyone or anything. She is a professional bounty hunter and takes a serious approach to her work, focusing on results rather than any emotional considerations.

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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