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
Skill Ability Level Roll Notes
General Skills
Astrogation Intellect
Athletics Brawn
Charm Presence
Coercion Willpower ■■
Computer Intellect
Cool Presence
Coordination Agility
Deceit Cunning
Discipline Willpower
Leadership Presence
Mechanics Intellect
Medicine Intellect
Negotiation Presence
Perception Cunning
Pilot (Planetary) Agility
Pilot (Space) Agility
Resilience Brawn
Skulduggery Cunning
Stealth Agility
Streetwise Cunning
Survival Cunning
Vigilance Willpower
Combat Skills
Brawl Brawn
Gunnery Agility
Lightsaber Brawn
Melee Brawn ■■
Ranged (Light) Agility
Ranged (Heavy) Agility
Knowledge Skills
Core Worlds Intellect
Education Intellect
Lore Intellect
Outer Rim Intellect
Under World Intellect
Unknown Regions Intellect
Warfare Intellect
Xenology Intellect

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]
    • Dam +2 (8), Crit 2, Engaged, Enc 3, HP 3
    • Defensive 2, Pierce 3
    • Melee:
    • Talents: Feral Strength (2) (+2 Damage), Lethal Blows (+10 to Crit)
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]
    • Dam +2 (8), Crit 5, Engaged, Enc 2, HP 0
    • Disorient 1
    • Talents: Feral Strength (2) (+2 Damage), Lethal Blows (+10 to Crit)
    • Melee:
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)
    • Dam +2 (8), Crit 4, Engaged
    • Talents: Feral Strength (2) (+2 Damage), Lethal Blows (+10 to Crit)
    • Does not break due to or
    • Melee:
  • 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)
  • TLB Light Blaster Pistol
    • Dam 5, Crit 4, Medium, Enc 1, HP 2,
    • Stun Setting
    • Ranged (Light):

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