Ra'zelle by Tezrin

Species
Storybook Folk
Career
Scout
Specializations
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Characteristics

2
3
2
2
2
2

Skills

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

Attacks

Throwing Blade
Range
Engaged
Skill
Ranged: Light
Damage
Critical

0
110
137
4

Weapons & Armor

Heavy Robes
Short Rifle
Throwing Blade x4 (Silvered x2)

Personal Gear

Light Bag
Thieve's Tools(HQ)
Belt
Sheath x4

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dark Insight 1 When a spell adds a quality to your character's spell with a rating determined by your character's ranks in Knowledge (Lore), your character may use their ranks in Knowledge (Forbidden) instead.
Finesse 1 When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn.
Dual Wielder 2 Your character may use this talent to decrease the difficulty of the next combined combat check (see Two- Weapon Combat, on page 108) they make during the same turn by one.
Deep Pockets 1 Once per session, your character may use this talent to produce a small but narratively useful item from their pockets, backpack, or similar receptacle (it turns out the item had been there the whole time). Your GM has final say as to what items can be produced with Deep Pockets, but generally the item should cost less than 100 credits and have an encumbrance of 0 or 1.

Background

Motivation

Obligations

Description

Other Notes

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