Gil Haren by Spookie

Species
Gotal
Career
Smuggler
Specializations
Gambler
System
Edge of the Empire

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

Placeholder Image

Characteristics

2
2
2
3
2
1

Skills

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

Attacks

Model 53 “Quicktrigger" Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3
Droid Disabler
Range
Short
Skill
Ranged: Light
Concussive 1, Ion, Limited Ammo 3
Damage
12
Critical
3

15
140
8783
6

Weapons & Armor

Most blasters can be set to Stun. Stun beams may only be used at short range, no matter what the weapon's normal range is. Switching between "Stun" and "Kill" on such a weapon is relatively simple, and requires an incidental.

All pistols with Stun settings (except heavy blasters) can be purchased as stun-only blasters, with a cost equal to half the usual amount for the regular version.
Droid Disabler
S-FC p. 44

Droid disablers work only on droids and cyborgs, and only deal strain damage as per their Ion quality. They have no effect on organic beings beyond a brief and painful sting.

Smuggler’s Trenchcoat
S-FC p. 47

Checks made to find anything hidden within a Smuggler’s Trenchcoat while it is being worn are opposed by the Skulduggery of the wearer. The coat can conceal up to 2 encumbrance worth of items.

Personal Gear

Comslink (handheld (short range handheld com device)

Mercantiler Datapad
C-FH p. 48

This incredibly useful datapad is programmed with region-specific business information, including currency and credit conversion tables, base value listings for a wide variety of traded goods, and a data uplink connected to a region's stock markets and trading houses that grants the user up-to-the-minute information on all goods bought and sold therein.

When used within the region for which it is programmed — Core Worlds, Inner Rim, Mid Rim, or specific Outer Rim territories — the Mercantiler Datapad grants 1 boost dice to any Negotiation skill checks made to buy or sell goods. These datapads grant no bonuses outside of their specific region.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Up The Ante 1 When Gambling win 10% more credits per rank
Convincing demeanor 1 Remove 1 setback dice per rank from all deception skullduggery checks
Toughened 1 Gain +2 wound threshold
Grit 2 +1 strain
Second Chance 2 Re roll pos dice =to tank of second chance

Background

Motivation

Beating the Odds: Smuggling is not an easy or safe career, but some Smugglers like the challenge of a difficult job, game, or situation In this case it is true that the higher the risk the higher the reward, but the Smuggler still has some tricks up their sleeve to tip the odds more in their favor. When trying to beat the house during a high-stakes game, a Gambler can use skill or even cheat to appear lucky. The Gunslinger facing multiple opponents can use their particular talents to escape unscathed. This Smuggler makes their own luck, and their perilous career allows them to do so. The desired outcome is the satisfaction of succeeding despite the odds.

Pet: The character is close with a pet or animal companion of some sort, a relatively small non-combatant.(Ewok pacifist who likes cleaning gardening and cooking named Roomba)

Obligations

Bad Reputation: Whether deserved or not, some Smugglers find themselves with a reputation for being untrustworthy or difficult to deal with. This can make finding jobs a struggle. Since the best way to reduce this Obligation is to successfully complete contracts, proving themself reliable again, the Smuggler might find themself having to take the least desirable jobs for a while. Once they've repaired their reputation, they will be able to pick and choose again./5

Addiction: The character has a strong addiction they must keep feeding. Whether it's a physical addiction to stims. dust, or alcohol, or a mental addiction such as gambling, law-breaking, or priceless antiques, the character devotes a lot of time, energy, and resources to pursuing or obtaining the object of their addiction. Avoiding this Obligation has an almost immediate result — withdrawal. The exact nature depends on the addiction, but the character finds it increasingly difficult to concentrate on even mundane tasks, often reflected in the GM adding anywhere from to to skill checks./10


Bounty: For some reason, the character has a price on their head. This may be in the form of a legal warrant or a contract by criminals, collection agencies, or even someone who felt their honor violated in some way. What they did to earn this mark is up to their background, and the severity of their actions can be based on the size of their Obligation./5

Responsibility: A character with the Responsibility Obligation feels a strong sense of accountability or relationship to a person, place, or thing (a responsibility to kin falls under the Family Obligation described above). This could include a strong connection to a mentor, a strong desire to care for orphans in a given location, or taking on the needs of an under-represented minority. (Ewok) /10

Description

Other Notes

Special Abilities: Gotals begin the game with one rank in Perception. They still may not train Perception above rank 2 during character creation.
• Energy Sensitivity: The head cones of a Cotal are finely tuned sensory organs used to detect almost the entirety of the electromagnetic spectrum. Once per encounter as a maneuver, a Cotal may sense the presence and current emotional states of all living things within short range of themselves.

Return to Top