Xeni Xur by SpacePope

Species
Falleen
Career
Colonist
Specializations
Marshal
System
Edge of the Empire

1
Threshold 13
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

Characteristics

1
2
2
2
2
3

Skills

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

165
450

Weapons & Armor

Heavy Clothes (worth 50 credits, soak 1);
Light Blaster Pistol (damage 5, crit 4, Medium range, stun setting, 300 credits); Breath Mask/Respiration (25 credits); Personal Distress Beacon (50 credits); Four (4) Stimpacks (25 credits each)' Macrobinoculars (75);

Personal Gear

Assets & Resources

Beguiling Pheromones: By emitting phero­mones and altering their skin color, Falleen can affect emotional states of other sentients.

Once per check as an incidental, a Falleen may suf­fer 2 strain to upgrade the ability of a Charm, Deception, or Negotiation check against a liv­ing sentient being within short range once. This ability has no effect on targets wearing breath masks or without respiratory systems.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 1 Colonist, pg 29 Gains + 2 Wound Threshold
Street Smarts 1 Colonist, pg 29 Remove one setback per rank of Street Smarts from Streetwise or Knowledge (Underworld ) checks
Grit 1 Colonist, pg 29 Gain +1 Strain Threshold
Hard Headed 1 Colonist, pg 29 When staggered or disoriented, perform the Hard Headed Action: making a daunting Discipline check to remove the effect. Difficulty reduced per rank of Hard Headed
Bad Cop 1 Colonist, pg 29 May spend Advantage from a Deception or Coercion check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop.
Good Cop 1 Colonist, pg 29 May spend Advantage from a Charm or Negotiation check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in GoodCop.
Quick Draw 1 Colonist, pg 29 Once per round draw, or holster, a weapon or accessible item as an incidental
Durable 1 Colonist, pg 29 May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1

Background

Motivation

Obligations

Description

Other Notes

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