Sol Tunn - Geonosian Fixer by blackthorn37

Species
Geonosian
Career
Commander
Specializations
Instructor / Scavenger
System
Edge of the Empire

5
Threshold 13
Current 0
Threshold 12
Current 0
Ranged 2
Melee 2

Placeholder Image

Characteristics

2
4
4
3
2
2

Skills

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

Attacks

Tinkered X-30 Lancer
Range
Long
Skill
Ranged: Light
accurate 3, inaccurate 1, pierce 2, linked 1
Damage
8
Critical
4
Crafted Energy Shield
Range
Engaged
Skill
Melee
deflective 2, defensive 2, knockdown
Damage
2
Critical
5
Felebreck Droid Disabler
Range
Short
Skill
Ranged: Light
concussive, ion, limited ammo 3, set trigger (+2 s)
Damage
12
Critical
3
Fusion Cutter
Range
Engaged
Skill
Melee
breach 1, burn 3, sunder, vicious 3
Damage
5
Critical
4
Multi-Goo Gun
Range
Short
Skill
Ranged: Light
burn 1, ensnare 4, disorient 1, knockdown
Damage
5
Critical
N/A

6
316
11232
12 / 17

Weapons & Armor

Reverse engineered X-30 Lancer Pistol with custom grip (+1 acc), blaster actuating module (+3 dmg), Hair trigger (-1 inacc), Electronic Sighting System (+1 acc) attachments (1).

Droid disabler with Set Trigger and Removed Safety (+2s,t+1b on first shot) (1)

Concealed Explorers Knife (1)
Concealed Fusion Cutter (1)

Crafted Energy Shield (deflective 2, defensive 2, knockdown, integrated into cyberarm)

N-7 Armor with Utility Arm (+2 boost, 2nd manuever per turn costs 1 strain), Superior, Threat Monitor (+1 adv, quick strike), Automated Weapon <goo gun> attachments. Reverse Engineered (1)

Tinkered Multi-Goo Gun with pressurised gas cylinder (burn 1), custom grip and reverse engineered + automated mount.

Personal Gear

Mk VI modular backpack (+6 enc)
Utility Belt, Load Bearing Gear (+4 enc)
Multi-tool, specialist tool (+1 success, +1 adv on mechanics) (1)
Antishock Blanket (2)
Medpac (2)
Breath Mask (1), Glow Rod (1)
Comlink + 3-MAL Secure Comlink
Tracker Goggles with subminature holocam
Verpine bond gauntlets (1)
Concealment Holster
Concealed escape kit (under wingcase)
3 ration packs
Military belt pouch with Stimpack x2
3 stimpacks

Assets & Resources

The Lazy Bantha (https://swsheets.com/v/7nenvfynm-the-lazy-bantha)

The Lucky Break
(https://swsheets.com/v/caishxqmv-the-lucky-break)

+1 agility cyberarm (shield and a mechanics tool integrated)
Cybernetic Brain Implant

Stored at base (the lazy bantha)
- intelligent toolbox (3)
- weapons maintenance kit (blaster) (2)
- Thermal Cloak (2)
- Tool Kit (4)
- Instamist Generator (5)
- Specialist Computing tool (+1 success, +1 adv, 7)
- Electrobinoculars (1)
- Mask
- Stealth suit (1 soak, 0hp, +1b to stealth checks when worn)
- 7 stim packs
- rivet gun
- automated weapon attachment (R)
- Chameleon Droid

Stored on the Lucky Break:
Specialist Medical Suite (enc 6):
- adds +1 success and +1 advantage to medical checks

Critical Injuries & Conditions

Schematics:
- reinforced clothing
- blunt melee weapon

Talents

Name Rank Book & Page Description
Grit +1 strain threshold
Physical Training add 1 boost dice per rank of PT to all atheltics and resilience checks
Encouraging Words After an engaged ally fails a check, may suffer 1 strain as an out of turn incidental to Assist their next check this encounter.
Industrious Rise of the Seperatists Geonosian species ability. Assiting provides +1 boost and heals the geonosian of 1 strain.
Winged Rise of the Seperatists Geonosians can fly.
Special Abilities Rise of the Seperatists Geonosians start the game with 1 rank in any skill of their choice (ranged light). Cannot raise a skill above 2 at character creation.
Conditioned Remove setback from atheltics and coordination checks. Reduce strain from falling by 1.
Toughened +2 wounds
Utinni 1 remove setback from checks to find/scavenge gear, such checks take half the time
Exceed Specifications 1 add a boost to a check with a tool/item, but if 2 threat is generated the gm can spend it to damage item one stpe, or desapair to damage the item to unusability
One Persons Trash 1 may make a perception check to find an item at no cost in a location with potential salvage. difficulty is determiend by items rarity. item is in need of moderate repairs
Rapid Reaction 1 +1 success on init for +1 strain
Forager 1 remove up to 2 setback from checks to find food/water/shelter. Such checks take half the time.

Background

A time-worn Geonosian, Sol Tunn was a worker-engineer to a minor noble during the clone wars. He was off world during the battle of geonosis, and after his master met a sticky end at the end of a lightsaber, he wisely decided that anonymity and obscurity were the best way forward for a thinking geonosian.

Since then, Sol has scraped a living at the edges of the galaxy, doing work as a mercenary, doctor, scrapper and more. As the decades passed, he has become more experiened and more eccentric. Recently, his travels have taken him to Daalang III, where he hopes to elevate himself through lucrative deals and dirty jobs. A self-described "Fixer", Sol Tunn is a jack of all trades, whose wealth of experience is his main asset, divulging advise and encouragement to any team hes on: whether they want to or not.

Motivation

Sol Tunn dreams of amassing a fortune and retiring to a nice little retirment home on a paradise desert world like Geonosis, Tattooine or Jakku. He views himself as "only six cycles from retirement" at any given time.

Sol Tunn is also tired of mediocrity - tired of scraping by in the shadows of the galaxy, tired to facing discrimination due to his species role in the clone wars, tired of not knowing what has become of his planet. This buried resentment might lead him to take risks he wouldnt have 5 years ago, and is behind his recent attempts to shove himself into the limelight.

Obligations

14 Obligation - Obsession/Debt
10 obligation - criminal (ship)
Life isnt pretty for a geonosian, even this long after the clone wars. The empire has a blockade around geonosis, building something, and few are seen these days.

Sol Tunn has invested a large amount of his former captial into paying the Broker Net and other groups to make contact with or find information about the status of his blockadged homeworld, and this obligation might flare up with the Broker Net demanding favours, higher payment, or his investigations drawing the ire of Imperial authorities.

Description

A bulky and scarred Geonosian male, Sol Tunn has a short tendril beard with a few fake-gold rings. Scars and engine burns cover his body, and his the wings behind his back are ragged and overworked.

Scavenged armour plating from a variety of sources protects him against the rest of the world, and he has a trusty blaster at his side. Large pockets and straps on his outfit often bulge with salvage or tools, and a variety of drugs, scrap and tools occupy his backpack. A utility arm emerges from his backpack, often holding spare tools or a blaster. He has recently taken to wearing scanner goggles and a duster hat.

Other Notes

Schematics:
- Reinforced Clothing
- Blunt Weapons

XP (180)
140 base
+10 xp from obligation
+30 xp post creation

Earned XP: 136
5 - cantina fight vs sento
10 - intro mission
10 - canyon trandoshan bounty
10 - desert mission vs sento
10 - christmas bonus
5 - bounty mission - devaronian
5 - mechanic job: mining rig
5 - the circuit
20 - pest control
2 - rp reward
5 - rescue
10 - pirate hunting
2 - desert LAAT
5 - customs
5 - week spent without a job
2 - illuminator fleet informant
2 - stephen info rp
2 - sols scrapyard show
1 - on the rocks
10 - blue milk run
5 - ghost crawler
5 - ai troubles

150 xp spent on stats (3 stats raised from 2 to 3 (90), 3 stats raised from 1->2 (60)
95 xp spent on talents
40 xp spent on skills (rank 2 in medicine, rank 1-2 in mechanics)
20 xp spent on scavenger

Talent Trees: ■ □
Instructor
■ ■ □ ■
■ ■ □ □
□ □ □ □
□ □ □ □
□ □ □ □
Scavenger
□ ■ ■ □
□ ■ ■ □
□ □ ■ ■
□ □ □ □
□ □ □ □

Return to Top