Oskara by JFiglock

Species
Twi'lek
Career
Bounty Hunter
Specializations
Survivalist, Gadgeteer, Assassin
System
Edge of the Empire

5
Threshold 20
Current 1
Threshold 15
Current 0
Ranged 1
Melee 0

Placeholder Image

Characteristics

2
5
3
2
3
3

Skills

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

Attacks

Blaster Carbine
Range
Medium
Skill
Ranged: Heavy
stun setting
Damage
9
Critical
3
Vibro-Knife
Range
Engaged
Skill
Brawl
pierce 2, vicious 2, crit (+20)
Damage
4
Critical
2
Fists
Range
Engaged
Skill
Brawl
Damage
2
Critical
Heavy Repeating Blaster
Range
Long
Skill
Gunnery
Autofire, cumbersome 5, pierce 2, vicious 1
Damage
15
Critical
2
Lightsaber
Range
Engaged
Skill
Lightsaber
encomberance 1, hard points 5, breach 1 and sunder, attached overcharged power cell -explanation: wielder can spend 1 advantage in combat check increased & gm can spend 2 disadvantage to decrease the damage by 1, unstable kyber crystal by 1
Damage
6
Critical
2
DHX Heavy Blaster Rifle
Range
Long
Skill
Ranged: Heavy
encom 7, 4 hp, c 3, peirce 2, attachment under barrel grenade launcher
Damage
10
Critical
3
under-barrel grenade launcher
Range
Medium
Skill
Ranged: Heavy
+1 c, encum +2, limited ammo 1, reload every round, 2 HP
Damage
Critical
sonic scope
Range
Skill
target enemies hidden by solid objects that the weapon can strike thru
Damage
Critical
DC17 hand blaster
Range
Medium
Skill
Ranged: Light
accurate 1 and stun setting, encum 2, HP3
Damage
7
Critical
3
accu-strike
Range
Skill
hp 1, +1 boost long/extreme ranged, +1 cool,
Damage
Critical

40
760
2250

Weapons & Armor

padded armor, lekku armor(- melee +1 to range// 1 set back die to enemy), 3 grenades, rebel heavy battle armor 5 hard points 2 soak 1 defense,

superior amour customization - encum -1 & soak +1

vacuum sealed - space 12 min

strength enhancing system - brawn +1, hp2,

Force -move

Personal Gear

commlink, datapad, 1 stimpacks, 2 binders, disguise robe, rompers, socks, jingly wear, box, family totem,

Assets & Resources

Strap for heavy repeating, only 2 rounds to set up

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Forager 1 Remove up to 2 set back die from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Stalker 3 Add a boost die per rank of stalker to all stealth & coordination checks
Outdoorsman 2 Remove 1 set back die per rank of outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Expert Tracker 3 Remove 1 set back die per rank of expert tracker from checks to find tracks or track targets. Decrease time to track a target by half.
Swift 1 Do not suffer usual penalties for moving through difficult terrain.
Soft Spot 1 After making successful attack, may spend 1 destiny point to add damage equal to Cunning to one hit.
Toughened 4 gain +2 to wound threshold per toughened rank (already added)
Natural Outdoorsman 1 Once per session, may reroll any 1 Resilience or Survival check.
Enduring 1 Gain +1 soak value (already added)
Hunter 1 Add 1 boost die per rank of Hunter to all checks when interacting with beast or animals (including combat checks), Add +10 to Critical Injury results against beasts or animals per rank of Hunter.
Dedication 1 Gain +1 to a single characteristic. (already added) This cannot bring a characteristic above 6.
Blooded 1 Add a boost die per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1.
Grit 2 Gain +2 strain threshold. (already added)
Heroic Fortitude 1 May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
Lethal Blows 2 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
Dodge 3 When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Brace 1 Perform the Brace maneuver to remove a set back die per rank of Brace from your next Action. This may only remove a set back die added by environmental circumstances.
Intimidating 1 May suffer a number of strain up to ranks in intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.
Defensive Stance 1 Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
Bypass Security 1 Remove 1 set back die per rank of bypass security from checks made to disable a security device or open a locked door.
Hard-Boiled 1 When recovering strain after an encounter, may spend 1 advantage die up to ranks in Hard-Boiled to recover 1 wound per advantage symbol spent.
Good Cop 2 May spend 2 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 Good Cop.
Rapid Recovery 2 When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery.
Quick strike 1 Bonus die
Bought info 1
Street smarts 1 Remove 1 setback die per rank of street smarts from streetwise or knowledge (underworld) checks.
Improved street smarts 1 Once per session, may take an improved street smarts action; make a formidable (5purple diamonds) streetwise or knowledge (underworld) check to learn one vital clue from the GM. Reduce the difficulty one per rank of street smarts.

Force Powers

Force Rating
2
Power
Move basic
Description
Two conflict
Upgrade Effect
Power
Ward's foresight
Description
The force user can feel the force around another person to gain insight into what that person might do. User may spend a force point about what another individual is likely to do in the near future. When making a skill check
Add a force die during initiative roll. Lightside can be one success.

Can also spend 2 force points to add a boost die to checkmate against an opponent.

Upgrade Effect

Background

Ryloth, the home planet of the Twi'leks, is a dry, dusty planet with precious little to offer for anyone looking to get rich. In fact, its most valuable (some would say only valuable) export is the illegal spice called Ryll. Consequently, many of the rich and powerful on Ryloth are smugglers, crime lords, and thugs, sometimes capturing innocent Twi'leks and forcing them to labor in the spice mines.

Oskara was always quick, clever and lucky enough to stay ahead of the press gangs…but her sister Makara was not. When Makara was nabbed by Aqualish thugs, Oskara had to act fast to keep her sister out of the mines. She offered her own unique services to the gang leader instead, claiming to be an experienced bounty hunter. Surprisingly, her first job for the gang went well and Oskara soon thrived under the tutelage of a veteran hunter named Gyax. She was called on to perform more and more duties for the spice mining gang, and as long as she did well Makara was safe.

But then Oskara was "loaned out" to a Hutt gangster on Tatooine named Teemo and things started to come undone. Teemo paid her quite well, but in the course of her bounty-hunting work for the Hutt she uncovered a plot against the Ryll-mining gang on Ryloth. The Hutt was going to seize their territory…and there would be no more guarantees of safety for Makara. Oskara decided to team up with Teemo's favorite gladiator, a Wookie named Lowhhrick, and one of his best pilots, a human named Pash. Alongside her new companions, Oskara has sent a warning to her compatriots on Ryloth and is now fleeing Teemo's revenge.

Oskara seems jaded and cynical at first, having seen much of the worst the galaxy had to offer at a young age. She is careful not to get too attached to anyone or anything. She is a professional bounty hunter and takes a serious approach to her work, focusing on results rather than any emotional considerations.

Motivation

Relationship - Sibling

Obligations

Family +10

Description

Other Notes

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