Riskyr "Risky" Oktra'Ryn by Simpus

Species
Bothan
Career
Technician
Specializations
Outlaw Tech
System
Edge of the Empire

2
Threshold 11
Current 11
Threshold 12
Current 12
Ranged 0
Melee 0

Characteristics

1
2
4
3
2
2

Skills

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

Attacks

Merr-Sonn Q2 Holdout
Range
Short
Skill
Ranged: Light
Damage
5
Critical
4

0
100
200
1/7

Weapons & Armor

Heavy Clothing, Hold Out Blaster

Personal Gear

Utility Belt, Comlink (handheld)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Convincing Demeanor EotE 133 Remove malus per rank from deception or skulduggery checks
Tinkerer EotE 90 May add 1 additional hard point to a number of items equal to ranks in tinkerer.
Tinkerer EotE 90 Same as before.
Utinni! EotE 90 Improved checks to find or scavenge items or gear
Solid Repairs EotE 90 Repairs +1 hull trauma per rank on starship/vehicle

Background

Riskyr grew up and lives on a backwater world generally free of Imperial influence. While that allowed its inhabitants to live generally free of Imperial entanglements, law and justice was typically handled by local crime lords and mercenaries. Generally Risky kept to himself and his shop, working as a local handyman, at least as a front. In the back of the shop he worked on weapon and armor modifications for the local riffraff. Risky may have been too good of a fixer, and fell on hard times with too few customers within the recent months. Despite his having bad feelings about a particularly lucrative job, Risky would modify a weapon that would be used (without his knowing) in the assassination of a local crime lord (or Imperial official). The investigators (Bounty Hunters or Imperial officials, GM's discretion) of the murder soon traced the weapon back to Risky, and soon came knocking down his door only to find Risky (who had received word from other associates) was already on the run.

Motivation

Relationship: Comrades

Risky initially took service jobs from anyone who stepped through his doors, and the credits to pay. He soon became noted for his aptitude in weapon modifications both legal and illegal, and developed a reputation as being the "go to" guy on the local underworld. To this day he maintains relationships with several clients that have been repeat customers. Though due to the bounty on his head following his escape, Risky may find his trustworthy contacts are limited.

Depending on game masters discretion and setting of story, one of the other PCs may have had dealing in the past with Risky, either as a direct customer, or a consultant. Underworld PCs (bounty hunters, smugglers) may have had numerous dealings with Risky, allowing them to have a professional respect for each other. Likewise Rebel PCs may have called on his services to facilitate a quick escape off world, or emergency repairs. In such a case a rebel PC may recognize Risky, remember the favor Risky had done for him in he past, (as well as recognizing a potential asset), and rush Risky along with him.

Obligations

Primarily Bounty because Risky has escaped initial capture by those chasing him. At the GMs discretion Riskys obligation could be increased to include favor as well (representing Risky having to call upon friends and contacts to evade his would be captors) in exchange for increased credits (representing how lucrative the job was that ultimately gets Risky in trouble in the first place).

Description

Risky is 32 years old. He stands 1.45 meters tall. He has fawn colored fur with a large patch of white on his chest, and a smaller diamond shaped patch on the back of his neck. He has brown eyes and a long braided beard.

Other Notes

Risky would likely pick up specialization in Bounty Hunter: Gadgeteer for increased combat capabilities playing a sort of "Batman" type character. This split would definitely focus on Risky's past experiences as modifying other people's gear in the past and a "why not me?" mentality.

Another split specialization option is Smuggler: Scoundrel which would allow Risky to have a more toolbox like playstyle. Risky could get more convincing demeanor, black market contacts, more face skills and a little more combat potential. This might represent Risky's ability to work the system and get what he needs to make repairs and keep the group ready to fight.

Ideally any cross specialization would reflect resolutions of his obligations, such as maybe paying back an owed favor by moving some illegal goods, leading him to smuggling. Or possibly defeating a bounty hunter that caught onto his trail, where Risky takes the mantle and identity to further elude capture.

Any cross specializing would be based on group needs and GMs discretion.

Return to Top