Chip Gunray by elomet

Species
Neimoidian
Career
Smuggler
Specializations
Gambler
System
Age of Rebellion

0
Threshold 12
Current 0
Threshold 11
Current 0
Ranged 0
Melee 0

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Characteristics

1
2
3
4
1
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1 Specialization
Cool (Pr) X 1 5XP
Coordination (Ag) X 0
Deception (Cun) X 2 Species + Career
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 2 Career +10XP
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 2 Career + Specialization
Stealth (Ag) 0
Streetwise (Cun) X 1 Career
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Will) 0
Melee (Br) 0
Ranged: Light (Ag) 0
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 5XP
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

210
1530

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Convincing Demeanor 1 29 The character removes a setback die per rank of Convincing Demeanor from [their] Deception and Skulduggery checks.
Grit 1 29 Gain +1 strain Threshold
Second Chance 1 29 Once per encounter, after the character has rolled a skill check (but before resolving the result), [they] choose a number of positive dice from [their] dice pool up to [their] ranks in Second Chances and re-rolls them. The character must accept the second result. This talent cannot be used to re-roll any Force dice.
Up the Ante 1 29 When the character wins at gambling, [they] earn 10% more credits per rank of Up the Ante.
Double or Nothing 1 29 Once per check, the character may suffer two strain to increase the difficulty of the check by one. Then, after canceling opposing symbols, [they] double the number of remaining advantage results.
Smooth Talker 1 29 When a character first acquires this talent, [they] choose one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, [they] may spend a triumph result to gain additional success results equal to [their] ranks in Smooth Talker. (DECEPTION)
Natural Negociator 1 29 Once per game session, the character may reroll any one Cool or Negotiation check.
Improved Double or Nothing 1 29 When performing the Double or Nothing incidental, after canceling opposing symbols, the character also doubles the number of remaining success results.

Background

Nefew of the prominent leader Nute Gunray, he grew up in an environment of wealth and luxury. Already resentful of the Republic, when his clan collapsed after the assassination of his uncle on Mustafar, he quickily lost most of his inheritance, seized by the Empire (well, not all, the Gunrays having always been savvy when it comes to credits). After a few years of spending whatever was left in the Casinos on the fringe of the Empire, Chip is at the end of the road: his wealth locked away by the Empire, and a family name that, if it still may open a few doors, exposes him to danger all the same.

However, the wheel of business is always turning, and if the Empire won't indulge him, the burgeoning Rebellion might be less picky with its 'allies'...
Siding with the Rebellion, from backwater worlds to the depth of space is risky, but risk is in Chip's nature. And besides, causing trouble for an Empire who took everything from him is a worthy cause, and if there is credit to be made in the process, well, who could blame him really?

Motivation

Wealth: Money motivates you. Often, your choices are based less on the consequences of right and wrong, and more on what will be best for your credit account.

Duties

Resource Acquisition: There are never enough supplies to fully support those fighting against the juggernaut that is
the Empire, and this PC knows it very well. He is determined to seek out new sources of raw materials, food, clothing,
weapons, armor, and equipment of all kinds. One spare crate of medpacs can save quite a few lives, and a handful
of comlinks can mean the difference between success and failure on a mission. He will trade, beg, borrow, and steal
anything for the cause.

Description

Other Notes

Special Abilities: Neimoidians begin the game with one rank in either Deception or Negotiation. They still may not train Deception or Negotiation above rank 2 during character creation.

Talents: 150XP
Cunning: 40XP
Skills: 20XP

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