Rol Skawn (Sun Merchant) by Beebearg

Species
Twi'lek
Career
Ace
Specializations
Driver, Ship Captain, Rigger
System
Edge of the Empire

4
Threshold 20
Current 5
Threshold 18
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
5
2
3
2
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) 0
Charm (Pr) X 3
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) X 5
Mechanics (Int) X 0
Medicine (Int) 0
Negotiation (Pr) X 4
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 4
Resilience (Br) X 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) X 2
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 4
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 1
Knowledge: Underworld (Int) X 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Rol's Crafted Pistol 1 - "Spuger" (w/ "Bantha's Eye" Laser Sight, a Blaster Actuating Module and a Custom Grip)
Range
Long
Skill
Ranged: Light
Pierce 3, Accurate 1, Stun Setting.
Damage
10
Critical
3
Rol's Crafted Pistol 2 - "Spauser" (w/ Superior Weapon Customization, a Blaster Actuating Module and a Custom Grip)
Range
Medium
Skill
Ranged: Light
Pierce 3, Accurate 1, Auto-Fire.
Damage
11
Critical
3
Stun Grenade X2
Range
Short
Skill
Ranged: Light
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage. Additional qualities: Stun Grenades can be set to detonate on impact, set with a timer to detonate up to 3 rounds after being activated, or use a pressure switch.
Damage
8
Critical
-
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
+1
Critical
2

0
875
8500
12/12

Weapons & Armor

Weapons:
Rol's Crafted Pistol 1 - "Spuger", HP 4, Encumbrance: 1 with a "Bantha's Eye" Laser Sight (HP:1) and a Custom Grip with the Accurate +1 mod(HP: 1) and a Blaster Actuating Module with two Damage +1 mods(HP: 1). Paired with the Spauser (HP: 1).

Rol's Crafted Pistol 2 - "Spauser", HP 5, Encumbrance: 1 with Superior Weapon Customization (HP:1), a Custom Grip with the Accurate +1 mod(HP: 1) and a Blaster Actuating Module with two Damage +1 mods(HP: 1). Paired with the Spuger (HP: 1).

Stun Grenade X2

Armour:
Custom Combat Armour: Soak: 2, Price 1250cr, Encumb: 3, HP: 4, Rarity: 4. (Additional qualities: adds an automatic Advantage to checks for the following skill: Leadership) with a Energy Dispersion System.(HP:1)

Noble Regalia: Soak: 0, Price: 750cr, Encumb: 1, HP: 3, Rarity: 7. (Additional qualities: Noble Regalia downgrades the difficulty of social checks to interact with other nobility and their sub-ordinates once.)

Pit Crew Overalls (EV 44): modded with Armour Inserts (Soak +1, Defense +1), HP:1

Personal Gear

Electrobino-Goggles (Custom Electrobinoculars) - Mods: 3X Compact, Efficient Construction, Safety Features.
Jetpack (Silhouette: 1, Speed: 2, Handling: 0 and System Strain: 3)

Backpack
Utility Belt w/ Military Belt pouch (DC 59)
Extra reload
Thermal Cloak
Stimpack X2 (in Belt pouch)
Comlink (Handheld)

Assets & Resources

Custom Freighter "Ryloth Liberté" (Ryloths Freedom)

Theols (Twi'lek friendly ship captain, probably a smuggler) Contact information

New friends: Squid-face and Prune-face (bar lads that started a fight)

Critical Injuries & Conditions

Injuries:
Off-Balance

Talents

Name Rank Book & Page Description
Desert Dwellers 1 FaD (SWR02) 62 When making skill checks, Twi’leks may remove a setback imposed due to arid or hot environmental conditions.
Toughened 4 AoR (SWA02) 67 & AoR (SWA25) SoT 31 Gain +2 Wound Threshold.
Grit 5 FFG (SWR10) 108, AoR (SWA02) 67 & AoR (SWA02) 67 Gain +1 Strain Threshold.
Dedication 3 FFG (SWR10) 108, AoR (SWA02) 67 & AoR (SWA02) 67 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Pride and Joy 1 FFG (SWR10) 108 Choose one starship or vehicle I own with a silhouette of 3 or higher. It becomes my "Pride and Joy" vessel. I upgrade the ability of all social skill checks I make while within short range of the vessel once.
Kill with Kindness 2 FFG (SWR10) 108 Remove a setback per rank of Kill with Kindness from Charm and Leadership check.
Signature Vehicle 1 AoR (SWA25) SoT 31 Choose one starship or vehicle as Signature Vehicle. Upgrade all Mechanics checks made on that vehicle once.
Rapid Reaction 1 AoR (SWA02) 67 Suffer a number of strain to add an equal number of Successs to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.
Inspiring Leadership 1 FFG (SWR10) 108 Take the Inspiring Leadership action by making an Average Leadership check. If successful, a number of allies not exceeding my rating in Presence within short range add an automatic success result to their next skill check.
Full Throttle 1 AoR (SWA02) 67 Take a Full Throttle action; make a Hard Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning.
Trust the Captain 1 FFG (SWR10) 108 May take the Trust the Captain action; make a Hard Leadership check. If successful, for the remainder of the Encounter, allies within Short range increase their ranks in Discipline by an amount Equal to ranks in Trust the Captain.
Tuned Maneuvering Thrusters 1 AoR (SWA25) SoT 31 Increase the Handling of the Signature Vehicle by 1 per rank.
Inspiring Rhetoric 1 FFG (SWR10) 108 Take the Inspiring Rhetoric action; make an Average Leadership check. One ally for each success, in Short range, recovers 1 strain. For each advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain.
Improved Full Throttle 1 AoR (SWA02) 67 Suffer 1 strain to attempt Full Throttle as a Maneuver and decrease its difficulty to Average.
Formation Tactics 1 May take the Formation Tactics action; make a Hard Leadership check. If successful, may choose a number of allies within Short range equal to successes generated. Upgrade the difficulty of attacks against these allies once until the end of their next turn.
Improved Inspiring Rhetoric 1 FFG (SWR10) 108 Each ally affected by Inspiring Rhetoric gains a boost dice on all skill checks for a number of rounds equal to ranks in Leadership; this does not stack with itself
Skilled Jockey 2 FFG (SWR10) 108 Remove a setback per rank of Skilled Jockey from Piloting (Planetary) and Piloting (Space) checks.
Improved Formation Tactics 1 The difficulty of Formation Tactics is reduced to Average. May spend a Triumph of 6 Advantages to have the effect last until the end of the encounter.
Defensive Driving 1 FFG (SWR10) 108 Increase defence of Vehicle or Starship being piloted by 1 per rank of Defensive Driving
Larger Project 2 AoR (SWA25) SoT 31 Signature Vehicle can have a Silhouette 1 larger per rank of Larger Project.
Tricky Target 1 AoR (SWA02) 67 Count Vehicle or Starship piloted as having a Silhouette 1 lower when being attacked.
Bolstered Armour 1 AoR (SWA25) SoT 31 Increase the Amour value of the Signature Vehicle by 1 per rank of Bolstered Armour.
All-Terrain Driver 1 AoR (SWA02) 67 Do not suffer usual penalties for driving through difficult terrain when using Piloting (Planetary).
Gearhead 3 AoR (SWA02) 67 & AoR (SWA25) SoT 31 Remove a Setback per rank of Geaerhead from all Mechanics checks. Halve the credit cost to add mods to attachments.
Fine Tuning 1 AoR (SWA02) 67 When repairing system strain on a Starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.
Field Commander 1 FFG (SWR10) 108 Take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which the allies act, the character using Field Commander is the final arbitrator.

Background

Was born on Ryloth but was forced to migrate along with his family at the age of 10, Migrated to the Twi'lek colony planet called Tann which means "Hope".
Arrested and enslaved at the cusp of adulthood (18) for "insubordination".
Sold and put to work as a mining guild driver (Slave) for almost 5 years.
There was a mutiny amongst the other slaves and he took the chance to escape.
Took a G9 Rigger Light Freighter, taking whatever was on it (credits and gear).
Misses Home, but likes his crew.

Motivation

Wants to help any slaves he can, preferably freeing them or maybe even "removing" some slavers.

Locating my family:
Bril Skawn (Farther - 53)
Oola Skawn (Mother - 52)
Tol Alask (Uncle - 55)
Ayy Skawn (Older Brother - 26)
Ann Skawn (Younger Sister - 21)

Tuki Ikha (Family Friend - 24)

Still wants to relax and party at some point

Obligations

Criminal (Ex-Slave) - 20

Duties:
Resource Acquisition (1) - getting resources and supplies for the Rebellion any way possible.
Support (1) - Supporting the rest of the party in their endeavours whenever possible.

Alliance Contribution Rank: 2.

Description

Gender: Male
Age: 23
Height: 5' 11"
Build: Slight
Hair: Straight back lekku (Partially damaged)
Eyes: Purple
Notable Features: Purple skin with Blue accent lines

Other Notes

Electrobino-Goggles (Custom Electrobinoculars):
(3X Compact: If the gadget is of encumbrance 3 or smaller, add a Setback Die to checks other characters make to find it on the wearer's person (to a maximum of 3 Setback Dice).
Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).
Safety Features: Add automatic Advantage to checks with the general skill chosen for this tool - Perception (Limit 1))
Electrobinoculars allow their user to see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometres away. When using electrobinoculars, characters may remove a Setback from any Perception checks made to identify an object in low light or at long distances.

Jet Pack:
Price: 4500, Encumbrance: 2, Rarity: 7.
User may function as a planetary vehicle with the following profile;
Silhouette: 1, Speed: 2, Handling: 0, System Strain: 3.

Pit Crew Coveralls (Endless Vigil pg44): Reduce damage suffered from fire and burn quality by 1. Grants encumbrance threshold +1.
Armour Inserts are noticeable by making an Average (2 difficulty) Perception check.
A Blaster Actuating Module (Base Modifiers: Increases weapon damage by 1. Adds a Setback to all checks made when using this weapon.
Modification Options: 2x Damage +1 Mods, 2x Item Quality Pierce +1),
A Custom Grip (Base Modifiers: Remove a Setback from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds 2 Setbacks to all combat checks made using it.
Modification Options: 1x Item Quality Accurate +1),
Paired Weapons (Base Modifiers: Must be applied to two weapons at the same time. Reduces the Advantage required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.
"Bantha's Eye" Laser Sight: Price:500 credits, Rarity: 5. (Base Modifiers: Gain an automatic Advantage on successful combat checks with this weapon.
Modification Options: None.)
Energy Dispersion System (Base Modifiers: When using the wearer's soak to reduce damage dealt to the wearer's strain threshold, count the soak value as 2 higher.
Modification Options: None.)


Companions:
Quinn (Chiss) - Craig
Bruk Mnpec (Anx) - Mike
Iffy (Jawa) - Rob
Shan (Chiss) - Cam (Oalu in Oba'diah)
Zuri Ty/Dura Ty(?) (Togruta) - Rip

Gear to look into getting:
Armour:
look into mods for armour:
Jump Boots: Price:1200 credits, Hardpoint req: 1, Rarity: 6. (Base Modifiers: Reduce difficulty of Athletics checks made to jump over obstacles by 1.
Mod Options: 1x "Reduce difficulty of Athletics check made to jump over obstacles by 1.", 1x "Allow wearer to fly for a total of 15 minutes or 3 rounds.")

Integrated Holsters: Price:300 credits, Hardpoint req: 2, Rarity: 4. (Base Modifiers: Increases encumbrance by 4. The character may holster up to 2 weapons of Encumbrance 3 or lower in the armor. While holstered, these weapons do not count toward the character's Encumbrance value.
Mod Options: 2x "Add 1 setback dice to Perception (Cun) checks to find weapons in armour."
3x "Holster 1 additional weapon of Encumbrance 3 or lower.",
1x "Innate Quick Draw talent.")

Portable Plasma Shield: Price:2500 credits, Hardpoint req: 2, Rarity: 4. (Base Modifiers: The small plasma-shield generator attaches to the armor's forearm armor and can be activated or deactivated as an incidental. When the shield is active, the user cannot wield a two-handed weapon. The plasma shield cannot be used to attack, but grants the Defensive 1 item quality.
Modification Options: 2 Item Quality (Defensive +1) Mods, 3 Item Quality (Deflection +1) Mods.)

Superior Armor Customization: Price:5000 credits, Hardpoint req: 1, Rarity: 6. (Base Modifiers: Grants the armor the Superior quality (increase soak by 1 and reduce encumbrance by 1).
Modification Options: None.)

Weapons:
Look into mods for guns such as:
Paired Weapons: Price:300 credits(each), Rarity: 3. (Base Modifiers: Must be applied to two weapons at the same time. Reduces the Advantage required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.
Modification Options: None),

Superior Weapon Customization: Price:5000 credits, Hardpoint req: 1, Rarity: 6. (Base Modifiers: Grants the armor the Superior quality (increase damage by 1 and produce 1 bonus "Advantage" on die rolls involving their use).
Modification Options: None.)

Current plan for guns: at least custom energy pistol with Customizable(2 adv), increased range(2 adv), Destructive(3 adv), followed by 2X Peirce Quality(3 adv), Accurate Quality(4 adv)and lastly Integral Attachment (2 Triumphs) if possible. (17 adv and 2 Triumphs total).

Frag Grenade (Ranged (Light), Dmg: 8, Crit: 4, Range: Short, Encumbrance: 1, Hard Points: 0, Cost: 50, Rarity: 5, Specials: Blast 6, Limited Ammo 1) Additional qualities: Frag Grenades can be set to detonate on impact, set with a timer to detonate up to 3 rounds after being activated, or use a pressure switch.
Stun Grenade (Ranged (Light), Dmg: 8, Crit: -, Range: Short, Encumbrance: 1, Hard Points: 0, Cost: 75, Rarity: 4, Specials: Blast 8, Disorient 3, Limited Ammo 1, Stun Damage) Additional qualities: Stun Grenades can be set to detonate on impact, set with a timer to detonate up to 3 rounds after being activated, or use a pressure switch.

Return to Top