Dunrel Za
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Star Wars: The Unknown Regions | |
---|---|
GM | |
Rotating | |
Player XP | |
80 | |
Ships | |
Sunrise Maiden · Extended Notes | |
Crew | |
Aryi Tehl · Bredoc Laurence Clearwater · Dunrel Za Sarad Kryze · Senroz · Zim'rikk | |
Allies | |
Chiskisk | |
Contacts | |
Elan the Drug Dealer The Hardscrabble Collective Clara-247 | |
Enemies | |
TBD | |
Gear | |
Group Gear | |
References | |
House Rules · Adventure Log The Unknown Regions - Setting Notes |
Besalisk Racial Traits
- Starting Attributes: Brawn 3, Agility 1, Intellect 2, Cunning 1, Willpower 2, Presence 2
- Wound Threshold: 12 + Brawn
- Strain Threshold: 7 + Willpower
- Starting XP: 85
- Special Abilities: Besalisk begin the game with a rank in Resilience. They still may not train Resilience above rank 2 during character creation.
- Additional Limbs: Besalisks have multiple sets of arms. As a result, they gain an additional free maneuver per turn, though they may still not perform more than two maneuvers per turn.
Characteristics
Career/Specialization(s): Hired Gun (Marauder)
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
4 | 2 | 2 | 2 | 2 | 2 |
Soak | Wounds | Strain | Defense (Melee) |
Defense (Ranged) |
5 | 20 | 9 | 1 | 1 |
- +1 Soak from armor
- +1 Defense Chreshaldyne Survivalist Armor
Current Status
Strain | 0/9 | |
Wounds | 0/20 |
XP Total | XP Unspent |
80 | 0 |
- 1 average critical (hamstrung)
Skills
- Class: Athletics, Discipline, Piloting (Planetary), Resilience, Vigilance, Brawl, Melee, Ranged (Light)
- Marauder Specialization: Coercion, Resilience, Survival, Melee
- Mercenary Soldier Specialization: Discipline, Leadership, Gunnery, Ranged (Heavy)
- ✓ denotes class/specialization skill
Talents
Marauder
- Toughened (5xp, 10xp)
- Frenzied Attack (5xp)
- Feral Strength (5xp, 10xp))
- Lethal Blows (5xp)
Mercenary Soldier
Equipment
Credits | Encumbrance | |
Capacity | Current | |
839 | 10 | 8 |
- +1 Encumbrance capacity from armor
Armour
- Chreshaldyne Survivalist Armor (Soak 1, Defense 1, Encumbrance 3 (0 when worn), Hard Points 2) [Savage Spirits, p. 45]
- Creshaldyne Industries is known throughout the galaxy as a purveyor of finely made working clothes for hunters, scouts, and others who live in frontier settings. It offers multiple lines of clothing and armor in a number of proprietary colors and camouflage patterns, as well as camping and hunting gear for the discerning buyer. One of the company's newer offerings is the Survivalist line of personal armor. Similar in construction to the ubiquitous padded armor found in police forces and paramilitary organizations throughout the galaxy, the Survivalist line is lightweight and hard wearing, and performs well in nearly every environment.
- A suit of Survivalist armor provides whole-body protection, with reinforcement patches at the elbows, knees, and shoulders. Each suit features an integrated load-carrying system that combines a collection of pouches of various sizes with attachments for external bags, backpacks, and systems to aid with its load-carrying capabilities
- Wearing a suit of Survivalist armor increases the wearer's encumbrance threshold by 1.
- Space Suit, customized
- A refurbished space suit customized to fit his body.
Weapons
- Beastmaster's Vibro-Glaive [Lords of Nal Hutta, p. 103]
- Most often found in the hands of the Weequay, these vibro-glaives consist of a heavy, single-edged head affixed to a pole up to two meters in length. Such weapons are particularly popular among the dark wolf beast-masters of Sriluur, who use the flat edge of the pole-arm to keep their charges in line, exploiting the glaive’s reach to maintain a relatively safe distance from the lethal tails of the raquor’daan. The Weequay made use of vibro-glaives in their wars with the Houk, using these vicious weapons to even the odds in close combat.
- The beastmaster’s vibro-glaive requires two hands to wield.
- Truncheon [EotE Core, p. 167]
- Made of metal alloys, wood, bone, polycarbonates, or other materials, but all fulfill the same basic function—bruising flesh, breaking bones, and cracking skulls. Police forces around the galaxy use truncheons to intimidate and control protestors or petty thieves. Enlightened areas prefer this to lethal force.
- Entrenching Tool (Improvised Weapon, see below)
- Unarmed Strike
- Dam +0 (6), Crit 5, Engaged, Disorient 1, Knockdown, choose Lethal or Stun damage
- Talents: Feral Strength (2) (+2 Damage), Lethal Blows (+10 to Crit)
Weapons Gallery
Gear
- Comlink
- 2 Stimpaks
- Entrenching Tool [Knights of Fate, p. 50]
- Little more than a folding, short-hanled shovel with a reinforced blade, entrenching tools are used for a number of important battlefield tasks, such as building fortifications and clearing debris. They can, in a pinch, be used as an improvised weapon.
- Besides allowing the user to dig holes and trenches, an entrenching tool counts as a small improvised weapon that deals +2 damage, has a critical rating of 4, and does not break due to (disadvantage) or (despair). Enc 1
- Macrobinoculars [EotE Core, p. 175]
- Simpler, less expensive, and often more reliable than their complex electrobinocular cousins, macrobinoculars are a common sight throughout the galaxy. Used in a number of fields, from scouting and surveying to scientific pursuits and hunting, macrobinoculars use a combination of precision-ground magnifying lenses and simple technical upgrades, such as image stabi-=lization, light filtering, and image sharpening to magnify targets and allow users to see over long distances. Preferred by many in the field due to their lack of complex electronics and their ease of use and maintenance. Enc 1