Synthetic Bodyguard with a Soul


“Character Quote”

Aliases Zel’Thalor
Species Synth
Career Hired Gun
Specialisations Bodyguard/Enforcer
Experience 0 (170 Base +10 Obligations +240 Sessions)

4+1 2 1 1 3 2
Brawn Agility Intellect Cunning Willpower Presence

Wound 18
Strain 14
Soak 8
Defense 1+2/1+2

General Skills Attribute Rank Dice Pool
Athletics* Bra 1
Coercion* Wil 2
Cool Pre
Discipline* Wil 1
Perception* Cun 1
Piloting (Planetary)* Agi 1
Resilience* Bra 1
Streetwise* Cun 2
Vigilance* Wil 2
Combat Skills Attribute Rank Dice Pool
Brawl* Bra 1
Gunnery* Agi 1 1
Melee* Bra 2
Ranged (Heavy)* Agi 3 1

* Career Skills; 1 Barrage (Talent); 2 XXX

Species Traits
  • Inorganic. Synths do not need to eat, sleep, or breath, and are unaffected by vacuum, toxins, and poisons. They do not gain benefits from bacta, stimpacks, or Medicine checks. They must be repaired with repair patches and Mechanics checks.
  • Mechanical Being. Synths cannot become Force sensitive, cannot acquire a Force Rating or Force powers, and are not affected by mind-altering force powers.
  • Cybernetics. Synths have a cybernetics implant cap of 6.
  • Barrage (2). Add 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged (Heavy) or Gunnery at long or extreme range.
  • Durable (1). May reduce any Critical Injury suffered by 10 per rank of Durable.
  • Enduring (1). Gain +1 soak value per rank.
  • Fearsome (1). When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
  • Grit (1). Gain +1 strain threshold per rank.
  • Loom. When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds a per rank in Coercion to the ally’s check.
  • Toughened (2). Gain +2 wound threshold per rank.
  • Body Guard (2). Once per round, perform a manoeuvre to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn.
  • Hard Headed (1). When staggered or disoriented, perform the Hard Headed action to make a Discipline check to remove the status. Difficulty reduced by 1 per rank.
  • Intimidating (1). May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.
  • Natural Enforcer. Once per session, may re-roll any 1 Coercion or Streetwise check.
  • Side Step (1). Once per round, as a manoeuvre suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
  • Stunning Blow. When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
  • Talk the Talk. When making a Knowledge check, the character may spend 1 Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill.

Credits 4,200

  • Stun Maul. Melee; Range: Engaged; Damage: 7; Critical: ; Encumbrance 3; Qualities: Pierce 2, Stun Setting
  • Cortosis Shield. Melee; Range: Engaged; Damage: 4; Critical: ; Encumbrance 4; Qualities: Cortosis, Cumbersome 3, Defensive 2, Deflection 2
  • Heavy Blaster Rifle. Ranged (Heavy); Range: Long; Damage: 10; Critical: ; Encumbrance 6; Qualities: Auto Fire, Cumbersome 3
    • Attachments: Telescopic Optical Sight (Decrease the difficulty of combat checks at long and extreme range by 1)
  • Protector Combat Armour.Soak 2; Defense 1/1; Encumbrance 4
    • Attachments: Hands-Free Weapon Mount (Heavy Blaster Rifle)
  • Load-Bearing Joints. Increase Encumbrance 3
  • Integrated Storage. Increase Encumbrance 4
  • Reinforced Legs. Cybernetics. +1 Strength.




  • XXX. (Type: XXX) XXX
  • XXX. (Type: XXX; Magnitude: XXX) XXX


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