Sara Vor by ShibaOfPhoenix

Species
Twi'lek
Career
Smuggler
Specializations
Gambler
System
Edge of the Empire

2
Threshold 11
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Characteristics

1
3
2
3
2
3

Skills

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

Attacks

Light Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Mono-knife
Range
Engaged
Skill
Melee
pierce 1
Damage
2
Critical
3

0
100
500
1/6

Weapons & Armor

Smuggler's Trench coat
Light Blaster pistol
Stempack (x2)
Concealment Holster
Glow rod (x2)
Concealed Escape Kit

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Convincing Demeanor 1 Remove set back (black dice) per rank of Convincing Demeanor from any Deception or Skulduggery check
Grit 1 Each rank of Grit increases a character’s strain threshold by one. (already calculated)
Second Chances 1 Once per encounter (not just combat), after the character has rolled a skill check (but before resolving the result), they choose a number of positive dice from their dice pool up to the number of their ranks in Second Chances and re-roll them. The character must accept the second result.
up the ante 1 When gambling win 10% more credits per rank in up the ante

Background

Motivation

Obligations

Description

Other Notes

Smuggler’s Trenchcoat:
Checks made to find anything hidden within a Smuggler’s Trenchcoat while it is being worn are opposed by the Skulduggery of the wearer. The coat can conceal up to 2 encumbrance worth of items.

Concealment Holsters:
add 1 set back (black die) to Perception checks to discover the presence of the concealed weapon, but may only hold light blaster pistols or holdout blasters.

Concealed Escape Kit (gain all of the abilities listed bellow):
upgrade the ability of all Mechanics and Skullduggery checks made to escape confinement once.
The laser cutter works for a single round before its energy cell burns out, usually just enough time to destroy a mechanical lock or cut a metal bar.
The mono-knife has the following profile:
>>Melee; Damage brawn+1; Critical 3; Range [Engaged]; Pierce 1.
Characters upgrade the difficulty of checks to detect a concealed escape kit twice

Stempack:
heal with no roll necessary.
The 1st stimpack used on a character recovers 5 Wounds.
The 2nd stimpack only recovers 4 Wounds,
the 3rd stimpack recovers 3 Wounds,
the 4th stimpack recovers 2 Wounds
the 5th stimpack recovers 1 Wounds
This means that a sixth stimpack will have no effect,

It requires one Maneuver to inject a stimpack.

The character administering the stimpack must be Engaged with the target to treat them.

Characters must spend a full night's rest or wait at least 24 hours before stimpacks can be used at their full effectiveness again.

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