Zipp Zarn by Drenarb

Species
Aleena
Career
Bounty Hunter
Specializations
Assassin
System
Edge of the Empire

2
Threshold 10
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Characteristics

1
4
2
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 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 0
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) X 2
Streetwise (Cun) X 1
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 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

0
100
100

Weapons & Armor

Armored Clothing - +1 soak
Vibroknife - Melee, Damage +1, Pierce 2, Vicious 1
Light Blaster Pistol - Ranged Light, Damage 5, Crit 4, Range: Medium, Stun setting

Personal Gear

Utility Belt - +1 Encumbrance Threshold
Comlink (Handheld)
Stimpacks x2

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Lethal Blows 1 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted.

Background

Zipp Zarn, the Sith’s Little Blade
In the waning days of the Old Republic, as Jedi and Sith waged their eternal war in the shadows of the galaxy, few suspected that a being so small could wield such lethal precision.

Zipp Zarn, an Aleena born on the storm-ravaged plains of Aleen, was orphaned young and taken by Sith cultists who saw his size and speed as perfect material for their own experiments. Twisted and trained within the walls of an ancient Sith temple on a forgotten Outer Rim world, Zipp became a silent blade in the dark, used to infiltrate Jedi strongholds and eliminate key targets.

But the Sith feared even their own tools. When Zipp began to ask too many questions—and worse, showed signs of independent thought—they sealed him within a stasis crypt deep beneath the temple, preserved in carbonite stasis and entombed with Sith alchemy and inscriptions warning future generations:

“Let the blade sleep. The shadows remember.”

Centuries passed. The Sith fell. The Republic crumbled. The Jedi all but vanished. Yet deep beneath the ruined temple, in darkness untouched by time, Zipp Zarn sleeps still—waiting.

Until now.

Motivation

Redemption

Though trained as a killer, a fragment of his conscience survived. Zipp is haunted by fragmented memories of assassinations. He doesn’t know if redemption is possible, but he wants to try.

Effect in play: Zipp might spare targets, refuse to kill the innocent, or help protect Force-sensitives from exploitation.

Obligations

Obligation Type: Programming (10 Obligation)
Though the Sith who trained him are long dead, the dark commands buried deep in his psyche remain. Trigger phrases, gestures, or symbols can awaken violent reflexes. Sometimes he dreams of murder—and wakes up wondering if it was just a dream.

Description: Zipp was conditioned by Sith cultists to serve as an assassin, with deep mental programming woven into his training through Force rituals and alchemical manipulation. Now awake in a galaxy that’s forgotten him, the ghosts of his past control him more than he admits.

Description

A pint-sized, high-agility hunter who uses stealth, subterfuge, and speed to take down targets twice their size. Specializes in infiltration, assassination, and evading capture. The Aleena’s small size makes them ideal for infiltration missions or urban bounty hunting in tight quarters.

Other Notes

Small Size: Add 1 automatic Boost Die to all Stealth and Coordination checks due to their tiny stature.
Low Encumbrance: Encumbrance Threshold is Brawn +3 (instead of +5)


Roleplaying Tips
Doesn’t always trust his own morality—he wants to be better, but isn't sure how.
You're memory is fractured. You remember your name and little more. The GM may have you roll periodically to recover your memories or suffer nightmares...

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