Ssuul Kess, the Tank by Gasrin

Species
Trandoshan
Career
Hired Gun
Specializations
Marauder, Gadgeteer, Cyber Tech, Enforcer
System
Edge of the Empire

13
Threshold 33
Current 0
Threshold 11
Current 0
Ranged 3
Melee 3

Characteristics

6
2
5
2
2
2

Skills

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

Attacks

Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
+6
Critical
(3) +0
Claws
Range
Engaged
Skill
Brawl
Disorient 1, Knockdown, deals Strain
Damage
+10
Critical
(3)
Energy Buckler (Main)
Range
Engaged
Skill
Melee
Concussive 1, Defensive 1, Deflection 1, Stun 5
Damage
+14
Critical
5 (+20)
Night Sister Blade
Range
Engaged
Skill
Melee
Pierce 4, Vicious 1, Defensive
Damage
+18
Critical
(1) +30
Energy Buckler (Off-Hand)
Range
Engaged
Skill
Melee
Concussive 1, Defensive 1, Deflection 1, Stun 5
Damage
+6
Critical
5 (+20)

0
765
42
13/16

Weapons & Armor

Cybernetics (10/10):
(SPECIAL) Biofeedback Regulator: Increases cybernetic cap by 2 (does not count towards cybernetic limit).
(-) Courier Implant: Store 4 datapads worth of data. Contains the location of a Holocron.
(-) Brain Implant: +1 Intelligence. Contains an inbuilt commlink and computer access link.
(x) Implant Armor: +1 Soak. The armor is subdermal.
(x) Cybernetic Actuating Arm: +1 Agility.
(-) Cybernetic Recumbent Leg: +1 Agility.
(-) Schematic Library Implant: +1 Rank in Mechanics.
(-) Course Guidance Implant: +1 Rank in Piloting Planetary.
(x) Blood Filtration System: +1 Rank in Resilience.
(x) Immune Implant: +1 Rank in Resilience.
(-) Cybernetic Lungs: Permanent benefits of Breath Mask and Respirator. +1 Rank in Blooded.
(-) Surge Override System: Difficulty 2 Discipline check to restart shorted cybernetics. Costs 2 Strain per activated cybernetic.

Superior Night Sister Blade (x1): Melee, +18 Damage (2 Base, 6 Brawn, 9 Talent, 1 Superior), Crit 1, Range: Engaged. Encum. 2 (3 Base, -1 Attachment), HP 3/3.
Critical Injury: +30 (+10 Base, +20 Talent).
Special: Pierce 4, Vicious 1, Defensive 1, Superior (+1 Adv).
(x) 1 HP: Monomolecular Edge: -1 Crit cost, +2 Pierce.
(x) 2 HP: Balanced Hilt: +2 Boost, -1 Encum.

Energy Buckler (x1): Melee, +6/+14 (0 Base, 6 Brawn, 3 Talent), Crit 5, Range: Engaged. Encum. 2, HP 1/1.
Critical Injury: +20 (Talent +20).
Special: Concussive 1, Defensive 1, Deflection 1, Stun 5.
(x) 1 HP: Stun Pulse: Spend 2 Adv to inflict 5 Strain.

Repeater Carbine (x1): Ranged Heavy, 7 Damage (7 Base), Crit 3, Range: Medium. Encum. ?, HP ?/?.
Critical Injury: +20 (+20 Talent).
Special: Auto-Fire, Stun Setting.

Blaster Pistol (x1): Ranged Light, 6 Damage (6 Base), Crit 3, Range: Medium. Encum. 1, HP 0/3.
Critical Injury: +20 (+20 Talent).
Special: Stun Setting.
(x) 1 HP: Gene-Lock: Self-destruct in another's hands, inflicting Critical Injury.

Vibro Knife (x1): Melee, +10 Damage (1 Base, 6 Brawn, 3 Talent), Crit 2, Range: Engaged. Encum. 1, HP 2/2.
Critical Injury: +30 (+10 Base, +20 Talent).
Special: Pierce 2, Vicious 1.

Vibro Knife (x1): Melee, +9 Damage (1 Base, 6 Brawn, 2 Talent), Crit 1, Range: Engaged. Encum. 1, HP 2/2.
Critical Injury: +40 (+20 Base, +20 Talent).
Special: Pierce 2, Vicious 2.
(x) 1HP: Serrated Edge: Grants Vicious +1.

Claws: Brawl, +9 Damage (1 Base, 6 Brawn, 2 Talent) Damage, Crit 3, Range: Engaged. Encum. 0, HP 0/0.
Critical Injury: +20 (+20 Talent).
Special: Disorient 1, Knockdown. Can deal damage as Strain.

Merr-Sonn N-7 Armor: Defence 1/2 (Jury Rigged, Talent), Soak 4 (2 Base, 1 Talent, 1 Superior Quality). Encum. 4 (5 base, -1 Superior Quality), HP 6/6
(-) 1 HP: Vacuum Sealed: This allows the user to ignore the effects of a vacuum or poisonous atmospheric environment for up to 10 minutes.
(-) 1 HP: Amphibious Modifications: 9 hours of air. -1 Setback when underwater.
(x) 1 HP: Ion Shielding: +3 Soak vs. Ion damage, +1 Ranged/Melee Defence against Ion weapons.
(-) 1 HP: Heating System: Reduces difficulty on extreme cold Resilience checks by 1; Removes up to 2 Setback die added to checks due to extreme cold.
(-) Thermal Shielding: Reduces the difficulty of Resilience checks for fire and extreme heat by 1; Removes up to 2 Setback die added to checks due to extreme heat or fire.
(x) 1 HP: Superior Quality: -1 Encum., +1 Soak.
(x) 2 HP: Biofeedback System: +4 Strain Threshold.
(x) 2 HP: Utility Arm: +2 Boost dice to Mechanics, take 1 Strain to perform another maneuver.

Small Missile Tube (x1): Ranged, 12 Damage (12 Base), Crit 2, Range: Extreme. Encum. 5, HP 0/4.
Critical Injury: +20 (Talent +20).
Special: Blast 10, Cumbersome 3, Guided 3, Breach 1, Prepare 1, Limited Ammo.
(x) 1 HP: Magnetic Tether: +1 Quick Draw Talent.

Personal Gear

Medpac: Use 1 Stimpack per Scene. Encum. 2.

Tool Kit: Perform repairs and can work Mechanics. Encum. 4.

Stimpack (x1): Heals 5 Wounds (-1 per use before rest).

Comlink: Short-Range comms. Ground to low-orbit.

Comms Jammer: Jams communications within 250m, or in a single building, make Difficulty 2 Computers check (more difficult the close to the Jammer they are). Encum. 4.

Scanner Goggles: Can see in the dark.

Backpack: +4 Encumbrance Threshold.

Utility Belt: +1 Encumbrance Threshold.

Solar Protection Hat: +1 Boost dice on Resilience checks vs. sunlight.

Assets & Resources

Critical Injuries & Conditions

Diff. 1: Stinger.

Talents

Name Rank Book & Page Description
Regeneration 1 Recover 1 additional wound when recovering 1 or more wound from natural rest or Bacta recovery.
Toughened 7 Gain +2 Wound Threshold per Rank.
Feral Strength 3 Add +1 damage to one successful Brawl or Melee attack.
Enduring 2 Add +1 Soak per Rank.
Tracker Snacker 1 Add +1 Boost dice per Rank on Resilience checks related to eating things.
Frenzied Attack 1 Suffer Strain equal to Ranks to upgrade a Brawl or Melee check by an equal amount.
Lethal Blows 2 Add +10 to Critical Injury checks.
Dedication 3 Add 1 to a chosen Characteristic per Rank of Dedication. Cannot raise a Characteristic above 6 in this way.
Defensive Stance 3 As a Maneuver, suffer Strain up to Ranks to upgrade difficulty of incoming melee attacks by an equal amount for 1 round.
Armour Master 1 When you're wearing armour, you gain +1 Soak.
Tinkerer 1 Add 1 additional hard point to a number of items equal to ranks in Tinkerer.
Jury Rigged 2 Many options. See details.
Cyberneticist 1 Remove 1 Setback per Rank from checks to build, repair, and install cybernetic implants. Cybernetics cost 50% less.
Eye for Detail 1 After making a Mechanics or Computer check, may suffer Strain up to Ranks to convert that many Successes into Advantages.
Overcharge 1 Once per Encounter, make a Difficulty 3 Mechanics check to improve one cybernetic implant. Despairs short out cybernetics.
Improved Overcharge 1 May spend 2 Advantages or 1 Triumph to immediately take another action after an Overcharge action.
More Machine Than Man 2 Increase cybernetic implant cap by 1 per Rank.
Durable 2 Reduce Critical Injury rolls by -10 per Rank.
Supreme Overcharge 1 May perform the Overcharge action on any number of installed cybernetcs. Only one overcharged cybernetic shorts out.
Surgeon 1 When using Medicine to heal a creature, creature heals one additional Wound per Rank.
Engineered Redundancies 1 Can use Emergency Repair Patches to heal. Can be healed with Mechanics checks, too.
Stunning Blow 1 When making Melee checks, may inflict damage as Strain instead of Wounds. This does not ignore Soak.
Fearsome 1 When an enemy becomes engaged, the enemy makes a fear check, with the difficulty equal to Ranks.
Intimidating 3 Suffer Strain up to Ranks to upgrade Coercion checks, or downgrade difficulty of Discipline to resist Coercion.
Improved Armour Master 1 When wearing armour of Soak 2 or higher, increase Defense by 1.
Blooded 1 Add 1 Boost per Rank to all checks to resist or recover from the effects of poisons, venoms, and other toxins. Reduces duration of ongoing toxin, venom, or poison by one round per Rank (min. 1).
Utility Belt 1 Spend 1 Destiny Point to produce <4 rarity gear. Cannot be a weapon unless it has Limited Ammo 1.
Energy Transfer 1 May spend 1 Strain as a Maneuver to power up unpowered device.
Deadly Accuracy 1 Choose 1 combat skill. Add damage equal to Ranks in that skill to one successful attack with that skill.

Background

Ssuul's old team:
-Ekert Von: Male Chiss, ruthless captain. Good leader, good eye for talent, tolerated no backtalk.

-Morrelsa: female dug, thrill-seeking pilot. Caused discipline problems for Von, but knew when to toe the line.

-Gida Kairn: female twi’lek, a tinkerer who liked heavy weapons. Frequently had competitions with Ssuul and Koress over kill counts. Saved Ssuul on Jung Wun station as he drifted into the vacuum of space.

-Scar: a refit B1 droid working as a medic. Terrible bedside manner, and always had cold hands. He has been freed from his restraining bolt and is no longer under Von's control.

-(Dead) Koress Chakhoss: Male trandoshan. Even more brutal enforcer.

-Tilkip: male chadra-fan, infochant who used to just be a contact until you pulled him out of a tight scrape. Stayed on the ship and scored you some sweet jobs.

Motivation

Obligations

Description

Has a scar across the right side of his face where he was shot by his B-1 droid friend, Scar.

Has a buckshot scar across his right shoulder from a shotgun blast, inflicted by Kvati Auricks' crew when they took the Roost.

Other Notes

Ssuul is on Naboo searching for a former slaver crew-mate - a trandoshan named Koress Chakhoss. Ssuul found that Chakhoss was booked in on the Cliffside face of the Rogoe Lodge & Resort. Before Ssuul killed him, Chakhoss spoke of Von - their gang's old leader - who now controls the large and powerful Von Cartel. Now, Ssuul had a heading, but first, he has to escape the Rogoe Lodge and Resort without being arrested for Chakhoss's murder.

Ssuul was taken into custody but released shortly after - but Lodge Security refused to release his weapons to him. Ssuul managed to pull the flight log from the Skull and Shackles that notes a station in the Outer Rim - Jung Wan station.

Next, they headed to Sylar - a system between Imperial and Hutt space. The system-Governor, a man named Cailis, has ties to the Von Cartel. The party plans to pull something over on Cailis. It turned out that Koh's sister, Juul, was the head-slave of the household. We imprisoned the governor and his daughter and left Juul behind. They robbed the vault for all it was worth and sold the pair to the Imperials.

They later infiltrated a COMPNOR black site. They faced the atrocities committed by the Empire, before stealing the station and donating it to the Rebel Alliance.

After fixing up their struggling fleet of vessels, Ssuul reached out to Puta the Hutt to strike a deal on obtaining some extra gear, as well as a new lead on the members of Von's inner circle - only for one of the Evacuator's crew to overhear his call.

In order to sell off their platinum haul from the asteroid job a while back, they headed to Jung Wun Shadowport to meet with Surick - one of Von's old contacts. Surick knows a guy to whom the crew of the Evacuator should be able to sell their platinum. The customs official asked them to disappear a cargo container in return for looking the other way in regards to their cargo.

We ventured to Mon Gazza to find an agitator of Von Cartel, only to discover that it was Koh Davved - Koh Ves' brother (and abusive one at that).

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