Star Wars: Edge of Hope
Name: Askrut Rurra’bek
Specialization Trees: Marshal, Politico
Height: 1.47 meters
Notable Features: Askrut has a piercing stare.
Soak Value Wounds Strain Defense 3 0/13 0/16 1R/1M
Brawn Agility Intellect Cunning Willpower Presence 1 3 2 3 2 3
General Skills Career? Dice Pool Rank Astrogation (Int) Athletics (Br) Charm (Pr) Y 2 Coercion (Will) Y 1 Computers (Int) Cool (Pr) Y 2 Coordination (Ag) Deception (Cun) Y 2 Discipline (Will) Leadership (Pr) Y 3 Mechanics (Int) Medicine (Int) Negotiation (Pr) Y 2 Perception (Cun) Y 2 Piloting – Planetary (Ag) Piloting – Space (Ag) Resilience (Br) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Y 2 Survival (Cun) Vigilance (Will) Y 2
Combat Skills Career? Dice Pool Rank Brawl (Br) Gunnery (Ag) Melee (Br) Ranged – Heavy (Ag) Ranged – Light (Ag) Y 3
Knowledge Skills Career? Dice Pool Rank Core Worlds (Int) Y Education (Int) Y Lore (Int) Y Outer Rim (Int) Underworld (Int) Y 2 Warfare (Int) Xenology (Int)
Weapon Skill Damage Range Crit Special Attachments DE-10 Blaster Pistol Ranged – Light 7 Medium Stun Setting Paired Weapons (Reduce required to hit with second weapon when two-weapon fighting by 1.), SoroSuub “Bantha’s Eye” Laser Sight (Gain automatic on successful combat checks with this weapon) DE-10 Blaster Pistol Ranged – Light 7 Medium Stun Setting Paired Weapons (Reduce required to hit with second weapon when two-weapon fighting by 1.), SoroSuub “Bantha’s Eye” Laser Sight (Gain automatic on successful combat checks with this weapon).
Motivation Type Description Cause The Weak/Charity
Obligation Magnitude Complications Dutybound 5 Frontier Justice 10
Duty Magnitude Complications Camaraderie 0
Credits Weapons & Armor Personal Gear Assets & Resources 103,029 DE-10 Blaster Pistol, DE-10 Blaster Pistol, Armored Clothing (Superior), Tailored Armored Jacket Comlink (handheld), Binders, Macrobinoculars, Utility Belt, Backpack, Ration Pack (10)
Talents and Special Abilities
Name Rank Page Ability Summary Grit 3 136 Gain +1 strain threshold. Street Smarts 1 144 Remove per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks. Bad Cop 1 32 May spend from a Deception or Coercion check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop. Quick Draw — 141 Once per round, draw or holster a weapon or accessible item as an incidental. Point Blank 2 141 Add 1 damage per rank of Point Blank to damage of successful attack using Ranged (Heavy) or Ranged (Light) skills at close range or engaged. Hard Headed 1 136 When staggered or disoriented, perform the Hard Headed action; make a Daunting () Discipline check to remove status. Difficulty reduced per rank of Hard Headed. Good Cop 1 33 May spend from a Charm or Negotiation check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop. Unrelenting Skeptic — 33 When targeted by a Deception check, the character automatically adds to the check equal to ranks in Vigilance. Improved Unrelenting Skeptic — 33 When targeted by a Deception check that fails, may spend 1 Destiny Point to add to results. Dedication 2 134 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. Kill With Kindness 1 150 Remove per rank of Kill with Kindness from all Charm and Leadership checks. Toughened 1 145 Gain +2 wound threshold. Inspiring Rhetoric — 137 Take an Inspiring Rhetoric action; make a Leadership check. One ally for each , in short range, recovers 1 strain. Spend for 1 affected ally to recover 1 additional strain. Plausible Deniability 2 141 Remove per rank of Plausible Deniability from all Coercion and Deception checks. Scathing Tirade — 142 Take a Scathing Tirade action; make a Coercion check. One enemy for each , in short range, suffers 1 strain. Spend for 1 affected enemy to suffer 1 additional strain. Dodge 1 135 When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. Improved Inspiring Rhetoric — 137 Each ally affected by Inspiring Rhetoric gains on all skill checks for a number of rounds equal to ranks in Leadership. Well-Rounded 1 137 Choose any 2 skills. They permanently become career skills. Skills: Cool, Perception Nobody’s Fool 1 139 May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. Supreme Inspiring Rhetoric — 137 Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action. Steely Nerves — 143 Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
Experience Earned Experience Available 615 70
So you want to know how I got here? Wish I could say it was something interesting.
Was born on Bothawui, good parents, raised alright. Dad was a merchant, mom stayed at home with me, made sure I was taught right, knew the Way, and when I was old enough? I joined in the rush to colonize Beheboth. Joined on to make my fortune, add to my name, get actual credits and experience under my belt. Actually had to learn how to shoot rather quick, given I was among a bunch of other interested merchants, and didn’t have the credits to spare to get me an actual bodyguard. Things went okay for a while.
Now, you know that Mandalorian, tall, grim, probably doesn’t smile at all? Came into our little cantina one day, after some Human he was hired to get. Wanted someone familiar with the landscape, offered some credits for the help. Jumped at the chanced, helped him out, found the guy and got him out of the colony. Was a bit of a shootout too, he was a real menace anyway, everyone was glad to see ‘im gone. I was among them, and Kandar? He offered me credits, enough to get me off-world, somewhere with some real movers and shakers, but, turned him down. Figured I could have some balls and say he could owe me a favor. Somehow he agreed, and didn’t turn me into a pelt. Gambles paying off.
From then on, the people sort of turned to me for help with their disputes. Worked on getting their disagreements right, chased down criminals, got a real reputation for doing right. And you know? It kind of felt good. Even more or less followed the Way. For a few years, things were good.
Then, well, things went a bit to shit.
‘Shit,’ was a Bothan dressed in black, speaking to the colors of the Rebellion. Name was Iraek, needed a place to hide out and decided our little corner of the Desert world was probably the best spot. Bunch of people on either side had real qualms with letting him stay, or forcing him off. When it came down to it, I made the decision. He stayed for two nights, thankful for the kindness, and then went on his way. No problems with him, third day was even downright peaceful, business as normal.
Then came the fucking Empire.
We all know the Empire isn’t anyone for half-measure. And found our small town, and came in in force. Two TIE fighters, carrier full of troopers, and some tall guy in all those fine black clothes. They insisted that they’d followed a Rebellion spy here, and they thought he still was. They swore it was a Bothan, and they accused me of it. I wish I could say I turned myself in for the good of the colony, that I was a damned hero about this whole thing. But… I hid. And the people hid me. They told them that the Bothan spy had been gone for a day, off-world. Couldn’t be here, they sent them off. When the firing started… I was getting grabbed and shipped off on a cargo ship. Missed by the Empire. But all I could do was watch as the town was razed to the ground searching for a damned Bothan that was long, long gone.
Was dropped off on some other desert planet. Drank away most of what credits I had, then when funds got thin? Called in that favor. The Mandalorian introduced me to our ‘Illustrious,’ Captain… And honestly, you all know the rest, more or less. No damned hero, and real fuckin’ boring.