Zazu by Ungoliante

Species
Southern Mustafarian
Career
Hired Gun
Specializations
Marauder
System
Age of Rebellion

8
Threshold 18
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Characteristics

4
3
2
2
2
1

Skills

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

Attacks

Vibro ax (modded)
Range
Engaged
Skill
Melee
Pierce 2, Vicious 4, Sunder, Accurate 2.
Damage
7
Critical
2

25
165
815
10/16 (15/16 with req)

Weapons & Armor

Vibro ax: Dam +3, Encum 4, Balanced Hilt, Serrated Edge, 2400 Cr. (sunder takes an item to one level of damage for one advantage. undamaged to minor to moderate to major; 4 advantage takes it from undamaged to broken.)

Sap Gloves: Brawl, Dam +2, Encum 1, Crit 5, Concussive 1, Disorient 1, Knockdown, stun setting. Feature: Spotting sap gloves requires a daunting perception check.

Garrote: Brawl, Dam 4, Encum 1, Crit nil, stun setting, disorient 1, knockdown, Features: A successful brawl attack with a garrote can cause the target to suffocate. Target may attempt to break free of a garrote with a successful opposed brawl vs brawl check, adding one setback for each round they have been caught.

Model 53 "Quicktrigger" Blaster Pistol: Range Light, Dam 6, crit 3, encum 1, range medium, stun setting, Feature: reduce the difficulty of a mechanics check to repair a model 53 or modify attachments on it by one.

Padded armor: soak 2

Personal Gear

Encum
Utility Belt -
Military belt pouch x2 -
Synth rope with hook 1
Lockpick set 1
Climbing gear 1
Earbud Comlink -
Military Backback -

Assets & Resources

S. Mustafarians remove 2 setback die to resist arid or hot environmental conditions.

48hrs
60 duty

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Enduring (1 from Racial Mod) 2 AoR pg 146 Gain +1 soak per rank of enduring
Frenzied Attack 1 AoR pg 147 When making a melee or brawl attack suffer strain up to ranks in frenzied attack to upgrade the attack by an equal amount.
Lethal Blows 2 AoR pg 151 Add +10 per rank of Lethal Blows, to any critical injury roll inflicted on enemy.
Toughened 2 EtoE pg 145 Gain +2 wound threshold per rank of Toughened.
Feral strength 1 AoR pg 146 Add 1 damage per rank of feral strength to a brawl or melee attack

Background

Zazu cut his teeth in the fighting pits of Nal-Hutta. The son of mining slaves he was born into slavery and life was cheap. As a pastime some of the children were forced to fight each other, often to the death. Any compassion or remorse that Zazu may have had naturally, was erased by the prolonged and frequent abuse he received.

When he managed to survive time and time again, he eventually caught the eye of the Hutt’s master of spies. Taking the raw material that was Zazu, a mentally damaged, ferocious, pit fighter and converting him into a patient and stealthy assassin, took some doing but they eventually succeeded. The spymaster’s hard work did not go unrewarded. The spymaster had seen more nimble, cunning, and elusive, opratives, but he had never before molded such a lethal assassin. Zazu often left those foolish enough to get in his way, cut in half, or missing a head.

He served as an assassin for the Hutts for many years until one day, his owner, ran afoul of an assassination attempt himself. Apparently one of the rival Hutts didn’t take kindly to his business practices. Zazu heard about the unfortunate death of his owner while he was off world on a mission. With the ensuing power struggle and the warlords grasping for any advantage they could, Zazu simply turned the starship in the other direction, and never went back. No one knew if he was alive or dead, and honestly no one would know his worth, none alive anyway. Trying to find such a cheap and replaceable asset as a killer for hire would be far more trouble than simply getting a new one.

So Zazu, only knowing war, set out to find a new one to fight. He talked to some imperial troopers thinking that the empire may be a good fit but, they seemed bored. There were long periods of time between battles and sometimes you got stuck guarding a trash compactor in the middle of a giant ship or space station. He knew that the systemic xenophobia and bureaucracy of the empire would eventually wear thin. Guess the other side makes more sense, he thought. The rebels tended to let things like morals get in the way of objectives, but because of their much smaller force they needed every available combatant in every fight. If there was a spot that wasn’t in a fight they would ship you off to a different location. This is something I can work with, he thought.

Zazu isn’t suicidal in that he wants to end his life; he is however ambivalent about the possibility of getting killed while on a mission. All he has ever known has been a loosely strung together series of life or death occurrences and there has never been a greater calling, or reason to think that his life should consist of anything else. The adrenalin rush of the hunt, stalking your prey, and feeling their life slip away was an addiction of sorts. This would give him opportunities to do just that as well as provide him with some pocket money for food and entertainment. It was a win-win really.

Motivation

see obligations box. easier to cut and paste from one spot.

Duties

Motivation Conflict, Adrenaline Junky: The most dangerous man is the one with nothing left to lose. Danger isn't a deterrent. Danger is the only way to know you are alive. Zazu has always gone from one life or death situation to another. If he is still alive after this one he will find a way to get himself into the next.

Duty Ground superiority: Zazu is an up close and personal killer. He makes no qualms about it and doesn't hide it. His only request is that command uses his talents to their full potential. He is here to kill the enemy. Although he is happy to help others, he is not here to gather intel, steal supply, or rescue the princess in the tower from the dragon.

Description

Southern Mustifarians are shorter and stockier than their northern cousins. He has a barrel chest and thick powerful legs. His sizable arms end in hands the size of a canned ham. Zazu is heavily muscled and agile with a deadly kind of grace. He does everything with a "devil may care" attitude. He has seen too much to sweat the small stuff, like death.

He is wearing a black armored jumpsuit and has a black anodized 2 handed axe. There is a hairline glimmer of polished steel at the very edge of long sweeping axeblade. A couple of grenades hang from special holders on his utility belt, and his other equipment is all stowed in such a way that it doesn't clank as he moves. There are stim packs in military pouches at the ready. Zazu looks like he is prepared for the worst.

Zazu tends to be brusk and to the point. He occasionally will get the thousand yard stare and generally doesn't make friends very easily. Up until now no one has tried.

Other Notes

Creation: 115xp, 0duty 215cr 0hrs
Operation Soothsong: Snrru +15 positive spin, 25xp, 40 duty, 300cr 24hrs
Operation Nest Egg II: 25xp, 20Duty, 300 credits, 24hours

Return to Top