Moth Charnis by TheSophist

Species
Devaronian
Career
Smuggler
Specializations
Pilot
System
Edge of the Empire

3
Threshold 13
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
3
2
4
3
1

Skills

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

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
5
Critical
4
Brass Knuckles
Range
Engaged
Skill
Brawl
Disorient 3
Damage
3
Critical
4

0
105
800
4/7

Weapons & Armor

Brass Knuckles
Light Blaster Pistol

Heavy Clothing

Personal Gear

Breath Mask *
Binders
Commlink (Handheld)
Datapad
Hand Scanner
Restraining Bolt
Sabacc Deck *

(* Not routinely carried)

Assets & Resources

Critical Injuries & Conditions

Background

This gutter rat from Nar Shaddaa never expected to amount to much. Growing up on the streets of Wormtown, Char had to beg and steal to survive, but it was just bad luck and a case of mistaken identity that got him arrested for a crime he didn't commit at the age of 14. Char did five years in a labor camp, where his horns were severed as a means of control and humiliation. He bears a grudge about it to this day.

While Char went in as a small-time pickpocket, he came out as a career criminal with several contacts in the Black Sun organization. Char spent the next few years running spice between the outer rim and core worlds, but over time his conscience gnawed at him for his complicity in the ugly things his bosses did to protect their business interests. At age 22, he jumped ship without giving his two weeks' notice, earning a bounty that still hounds him.

The next decade and change disappeared in a whirlwind of hustle and flight as Char built a hardscrabble life as a spacer, selling his skills as a pilot and hired gun to whatever independent smugglers could afford to pay him. But his life truly changed when he was engaged by the Republic to run guns to the insurgents on Terman. This world's oppression by the Hutts stirred old embers of resentment in Char; before long, he found himself swept up in the cause of revolution. Running the orbital blockade and engaging in daring space battles made Char into a minor war hero, such that by the time the planet was finally liberated, he was offered a stable position doing transport and security work for the new government.

It's been a full year since the end of the war and Char still hasn't quite gotten used to the straight and narrow. He appreciates his change in fortune, but he also distrusts it. He worries that Terman's entry into the new Galactic Empire is a mistake that will bring the whole house of cards crashing down, and it's only his loyalty to his adopted home that keeps him from washing his hands of the whole thing.

Motivation

RELATIONSHIP: COMRADES
Char feels a strong bond of loyalty to his fellow revolutionaries and would risk his life for any of his former comrades in arms. In a weaker sense, this loyalty extends to the planetary government he helped install -- but there are limits to what he's willing to do in service to his adopted nation.

Obligations

BOUNTY (10): Before entering government service, Char was affiliated with the Black Sun organization, and his severance was somewhat acrimonious. He still has a bounty out for his life.

CRIMINAL (15): Long ago, Char was convicted on theft charges in Hutt Space and sentenced to 5 years in a labor camp. His horns were cut down, marking him as a criminal for life.

FAVOR (5): The invitation to enter government service changed the course of Char's life for the better. He knows that losing this gig would send him right back down into the gutter.

Description

A swarthy rogue with a devilish appearance including red skin and (shamefully) cut-down horns. He wears a weather-beaten leather jacket, a faded bandana, a holstered blaster, and riding boots. Uncommonly for a Devaronian, he has dark, unkempt hair and a short beard -- likely a signifier of impure heritage.

Other Notes

Resilient Metabolism: Add a success result to resilience checks

+10xp and +1000cr for additional obligations.

XP Spent:
* AG 3 (30xp)
* CU 4 (40xp)
* WI 3 (30xp)
* Perception 1 (5xp)

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