Nyr Vexan by BoySlimy

Species
Human
Career
Bounty Hunter
Specializations
Gadgeteer
System
Edge of the Empire

4
Threshold 15
Current 18
Threshold 13
Current 1
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
3
2
3
3
2

Skills

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

Attacks

Blaster Pistol (Do not Have)
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
+8
Critical
3
Combat Knife
Range
Engaged
Skill
Melee
Damage
+1
Critical
3
E-11 Blaster Rifle (Do not Have)
Range
Long
Skill
Ranged: Heavy
Stun Setting, Accurate 1 (+1 Blue die).
Damage
+9
Critical
3

25
200
25
6/9

Weapons & Armor

Armored Clothing: Encum 3 (Not Wearing) / Hard P 1
Blaster Pistol: Encum 1 / Hard P 3
Utility Belt: Encum +1
Damaged Heavy Blaster Pistol: Encum 1
Combat Knife: Encum 1
E-11 Bastor Rifle: Encum 3 / Hard P 4

Point Blank: +1 damage for range at engaged

Personal Gear

Extra Reloads: 1
Emergency Repair Patch: 1
Comlink: 1
Stimpack: 2
Glowlight
Binders
Cloth gag

Assets & Resources

Legendary Mechanical Parts (Weapon Upgrades)
Mechanical Parts (Weapon Upgrades)
Shadine key card

Critical Injuries & Conditions

Fearsome Wound x 2 (Average Severity)

Compromised (Average Severity)

At the Brink (Hard Severity)

Crippled (Hard Severity) - Increase difficulty of all checks in use of right arm by one.

Bleeding Out (Daunting Severity)

Background

Nyr Vexan grew up on the fringes of civilization, in the shadow of industrial cityscapes and desolate wastelands. Raised by his father, Jarek Vexan, Nyr knew little of a traditional childhood. Jarek was a seasoned bounty hunter with a reputation for efficiency and ruthlessness, and he molded Nyr into his apprentice from an early age. Training was grueling and relentless, but Nyr admired his father and aspired to follow in his footsteps.

What Nyr didn’t know was that he was adopted as an infant. Jarek never spoke of Nyr's origins, and the boy never questioned it; the life of a bounty hunter was all he knew. Jarek was strict and distant but protective in his own way. The two shared a rare bond forged in the fires of their dangerous profession, and for Nyr, his father was the only person he trusted.

When Nyr reached adulthood, Jarek began treating him as an equal, taking him on high-stakes missions. Their most infamous job together involved infiltrating a criminal syndicate to recover a high-value target and a significant bounty. The mission was a success—or so Nyr thought.

At the rendezvous point, with the prize in hand, Jarek turned on him. In a cold, calculated move, he left Nyr stranded and injured, taking the bounty for himself. His parting words still haunt Nyr:
"This is just how it goes, Nyr. I just did it to you before you did it to me."

Nyr's world shattered. The betrayal wasn’t just a professional setback—it was deeply personal. Jarek had been his mentor, his protector, and the only family he had ever known. The disgrace within the bounty hunter guild added to his torment, as whispers spread about the man who couldn’t even trust his own partner.

Lost and angry, Nyr contemplated leaving the life of a bounty hunter altogether. But it was all he had ever known, and survival instincts took over. He adopted the nickname "N" to distance himself from the name "Nyr," which now felt like a relic of his past.

Driven by a vow to never be betrayed again, N hardened himself, developing a cold and calculating demeanor. He takes on jobs with precision and avoids attachments, but his ultimate goal remains: to find Jarek, the man who raised him and then shattered his world. Whether he seeks answers, revenge, or closure, even N isn't entirely sure.

Despite his detached exterior, N carries the emotional scars of his father’s betrayal. Every bounty is a reminder of the life he was thrust into, the life that cost him everything. Yet, he presses on, determined that no one—not a mark, a client, or even an old ghost—will ever outwit him again.

Motivation

Never Again: The character has suffered some disgrace or loss and vowed never to repeat it. Perhaps the character broke an oath to protect and serve the people or was somehow framed for doing so after trusting the wrong person. Though the shame of failure cannot be erased fully. the character has vowed that it will never occur again.

Obligations

Betrayal - 25: In the course of the job, the character has either suffered some kind of deep personal betrayal at the hands of another bounty hunter, or is the perpetrator of such a betrayal. The betrayal affects the character's day to day life, whether through physical reminders, emotional scars, or some combination of the two, If the character was the betrayer, the victim may come looking for answers, compensation, or revenge at any moment.

Description

Face: Rugged and angular features with a short, dark beard framing a strong jawline. A prominent scar runs diagonally across one cheek, hinting at a history of dangerous encounters. Piercing, intense eyes convey a mix of cunning and determination.

Hair: Short and unkempt, dark in color, with a few strands falling over the forehead.

Attire: Wears dark tactical clothing, including a long, weathered coat that sways with their movements. Beneath the coat, a set of reinforced armor protects the chest and shoulders.

Accessories: A utility belt adorned with pouches for tools, ammunition, and other essentials. An advanced holstered blaster sits at the hip, ready for action.

Other Notes

Defensive Stance- Once per round, may perform Defensive Stance maneuver and suffer strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance.

Disorient- After hitting with combat check, may spend two advantage to disorient the target for a number of rounds equal to ranks bought in Disorient.

Intimidating- May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered cannot exceed ranks in Defensive Stance.

Return to Top