Zebysch "Zeb" by adamskevi

Species
Wookie
Career
Technician
Specializations
Outlaw Tech
System
Edge of the Empire

5
Threshold 19
Current 0
Threshold 10
Current 10
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
3
4
2
1
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 3
Cool (Pr) 0
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 3
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 1
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Braws Knuckles
Range
Engaged
Skill
Brawl
Disorient 3
Damage
+1
Critical
4
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
7
Critical
3

165
250
13/8

Weapons & Armor

Brass Knuckles (2)- (Encumbrance 1) Dirty fighters and those looking to protect their fists from the tough hides of certain alien species rely on metallic knuckles, gauntlets, or other hand or limb coverings. Hoodlums on some worlds refer to them as "negotiation enhancers." Another great advantage of brass knuckles is their ability to be concealed in a pocket or other compartment until they're needed. Add one set back die to a character's Perception check when attempting to find brass knuckles on a person's body.

Heavy Blaster Pistol- (HP 3, Encumbrance 2) Heavy blasters are for those spacers who definitely want everyone to know they're packing. They're very powerful, sacrificing range, subtlety, and concealment for intimidation and the ability to tear big holes in most anything short of a blast door. Heavy blaster pistols are intended to combine the strength of a blaster rifle with the compactness of a pistol. Though they do not quite succeed at either (being slightly weaker than a blaster rifle and bulkier than a pistol) they still provide an excellent and deadly compromise weapon. Their only major drawback is that they carry fewer shots than either, a trade-off for the increased power.

Padded Armor- (+2 Soak) Local forces and soldiers of the Rebel Alliance often wear padded armor, woven with tough, energy-resistant fibers. It tends to absorb and resist some of the power of a blaster bolt, although it often proves little use against a solid hit. It does, however, provide reasonable protection against blows or concussive damage, providing padding against such shocks. It also has the advantage of being relatively comfortable; many individuals can wear padded armor without generating too much attention from local law enforcement on frontier worlds.

Personal Gear

Backpack- A backpack can serve many important functions; it can be used for carrying survival gear or even smaller allies and droids. Most are simple affairs of fabric and straps, with better styles including internal bracing and back support so that heavier weights can be carried far longer.
Backpacks increase the character's encumbrance
threshold by 4.

Tool Kit- (Encumbrance 4) In a technological galaxy, a tool kit is almost essential Every vessel, no matter the size or function, has some sort of repair kit to deal with mechanical or electric failures, as calling for assistance is often not practical (or safe). Kits are also useful for repairing damaged droids or cybernetic parts, especially ones too modified to take to reputable mechanics. Tool kits need to have a wide range of gear, as many users are fond of tinkering and upgrading on their own. Basic hammers, hydrospanner wrenches, restraining bolts, power coupling scrubbers, fusion cutters, laser and sonic welders, replacement wiring and components, power calibrators, and of course welding goggles and heavy gloves are all standard components. Many of these also make for effective improvised weapons. For those used to doing extensive repairs, some kits include diagnostic probes and other aids to determine the nature of the fault. There is little a
skilled mechanic cannot fix with a well-maintained and well-stocked toolkit, given adequate time to conduct the repairs (which is sometimes a problem too). Toolkits allow mechanics to perform most Mechanics checks to repair mechanical devices, and can also be used to "heal" droids.

Utility Belt- A utility belt is a common item for those on active missions where quick access to tools and gear is a necessity; even Imperial stormtroopers use them. Their contents will vary with their user and their planned actions; sabotage missions might have belts with explosives and security slicer chips, while a ship mechanic might have his stuffed with his favorite tools. Some belts also have weapon holsters or clips.
Utility belts increase the character's encumbrance
threshold by 1.

Assets & Resources

Translator- Protocol droid head hanging from his belt. That he rigged to translate for him.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Wookie Rage 1 EotE CRB Pg. 52 When a Rookie has suffered and wounds, he deals +1 damage to Brawl and Melee attacks. When a Rookie is Critically Injured, he instead deals +2 damage to Brawl and Melee attacks.
Speaks Binary 1 EotE Pg. 142 The character grants 1 boost dice per rank of Speaks Binary to any tasks he directs a nonplayer droid to perform.
Utinni 2 EotE Core Pg. 145 The character removes • equal to the character's ranks in Utinni! from checks made to find or scavenge items or gear. These checks could include Negotiation, Perception, or other checks, depending on circumstances and the GM's discretion. Such skill checks take half their normal time (this does not decrease with multiple ranks of Utinni!).
Tinkerer 2 EotE Core Pg. 145 The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one.
Toughened 1 EotE Core Pg. 145 The character increases his wound threshold by two per rank of Toughened.
Defensive Stance 1 EotE Core Pg. 136 One per round on the character's turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way. (Active (Maneuver))
Grit 1 EotE Pg. 136 Gain +1 strain threshold
Side Step 1 EotE Pg. 142 Once per round on the character's turn, the character may perform a Side Step maneuver to side step and try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character.

Background

Motivation

WRONG PLACE, WRONG TIME
The character finds himself embroiled in a life of adventure through no fault of his own. He could have been captured by pirates, the sole survivor of a deadly plague, or even something as mundane as being unemployed and forced to find some new way to bring in the credits. Regardless of the method for the character's push from society, he finds it nearly impossible to return to the way that things used to be. The character must quickly adapt to his new and dangerous situation.

Obligations

Oath (10): The character has sworn some sort of oath that dictates his thoughts and actions, shaping his moral view of the world. This could be an oath to a deity, a way of living (such as the Jedi Code), or a willingness to sacrifice for the betterment of some group or cause. Whatever the case, the Oath should be both serious and make life difficult in some ways for the character. It is a personal and deep undertaking, possibly without a truly obtainable end goal in sight. Characters who do not live up to this oath face an internal and moral struggle. +10 xp

Favor (5): The PC owes a big favor. Perhaps officials looked the other way when he smuggled in goods, or a friend got him out of prison. Regardless, the favors are stacking up, and soon he's going to be asked to pay them back or return the favor. This favor may be called in a little at a time, prolonging the Obligation.

Description

Language: Shyriiwook, the Wookiee tongue, continues to amaze scholars with the incredible nuances of grunts and growls that form the language. Few non-Wookiees can speak it or its dialects, like Xaczik, spoken by the Wookiees of the Wartaki Islands. Conversely, Wookiee physiology prevents them from speaking the languages of other species, including Basic, though most Wookiees have no problem comprehending them.

Society: Although their physique makes for an intimidating appearance, Wookiees live by strict codes of honor and loyalty. Friendship and family bonds knit Wookiees tightly together, for there are dangers on Kashyyyk that frighten even the most ferocious Wookiee. Kilometers-tall wroshyr trees cover nearly half of Kashyyyk's surface, defining the world's unique ecology and serving as homes for most Wookiee communities.

Homeworld: Wookiees hail from the forest world of Kashyyyk. This world is dominated by immense
old-growth forests, including the kilometers-tall wroshyr trees.

Other Notes

Return to Top