Chuarrar Zyakkun
Portrait of Chuarrar Zyakkun
Portrayed by {$actor}
Name: Chuarrar Zyakkun
Aliases: {$alias}
Rank: Novice
Homeworld: Sullust
Species: Sullustan
Affiliation: Rebel Alliance
Occupation: Pilot
Star Wars


Chuarrar worked as a co-pilot for a man named Gerrick Felso, a smuggler operating in the core worlds. Chuarrar wanted to be a great pilot and he learned from Gerrick the tricks of being a good pilot that occasionally ran cargo under the Imperial noses. He was well on becoming good enough to take the controls of the light freighter from Gerrick until they were caught.

The Imperial Star Destroyer pulled them in a tractor beam, and they quickly stashed the illicit goods in a secret compartment. As they were boarded, a very clever Imperial Officer was able to quickly discern where the secret compartment was and confiscated their stash. Both he and Gerrick were imprisoned.

While Gerrick took responsibility for the smuggling, leaving Chuarrar with a much lighter prison sentence, the Imperial Officer was cruel and sadistic. He was an accomplished torcheror and specist, and during his free time made Churrar's life a living hell until he was dropped on a planet to serve his time. During that time, his eye was extracted thus ending his desires to become a pilot.

Now, after his release from prison, he has one eye, a lot of pain, and a score to settle.









Character Sheet


Agility Dice_Fill-ins_d8.png
Smarts Dice_Fill-ins_d8.png
Spirit Dice_Fill-ins_d6.png
Strength Dice_Fill-ins_d6.png
Vigor Dice_Fill-ins_d6.png


  • Galactic Basic

Secondary Statistics

Add to Persuasion and Streetwise rolls
Run: +d6; -2 on other actions this round
2 + half Fighting die type
2 + half Vigor die type
Modified by Value and Availability
Dark Side
Penalty to Charisma and Test of Will resistance

Permanent Injuries

  • Missing Eye


Driving (Agility) Dice_Fill-ins_d4.png
Fighting (Agility) Dice_Fill-ins_d0.png
Healing (Smarts) Dice_Fill-ins_d0.png
Intimidation (Spirit) Dice_Fill-ins_d0.png
Investigation (Smarts) Dice_Fill-ins_d0.png
Knowledge (Battle) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Computers) (Smarts) Dice_Fill-ins_d6.png
Knowledge (The Force) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Sentientology) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Star Systems) (Smarts) Dice_Fill-ins_d0.png
Notice (Smarts) Dice_Fill-ins_d0.png
Perform (Spirit) Dice_Fill-ins_d0.png
Persuasion (Spirit) Dice_Fill-ins_d0.png
Piloting (Agility) Dice_Fill-ins_d4.png
Repair (Smarts) Dice_Fill-ins_d8.png +2
Riding (Agility) Dice_Fill-ins_d0.png
Shooting (Agility) Dice_Fill-ins_d0.png
Stealth (Agility) Dice_Fill-ins_d0.png
Streetwise (Smarts) Dice_Fill-ins_d0.png
Survival (Smarts) Dice_Fill-ins_d0.png
Taunt (Smarts) Dice_Fill-ins_d0.png
Thievery (Agility) Dice_Fill-ins_d0.png
Tracking (Smarts) Dice_Fill-ins_d0.png

Species Benefits and Drawbacks

Included page "star-wars:species-abilities-sullustan" does not exist (create it now)


Hindrance Type Description
One Eye Major This character lost an eye and has trouble with depth perception. Subtract 2 from any Trait roll dependent on vision and more than 5" (10 yards) distant.


Edge Type Description
McGyver Professional

Given a few simple items, a McGyver can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM's call). This takes one entire turn, and they can't move or take any other actions while constructing the device. Failure means the device isn't ready. A Critical Failure means they don't have the right materials and can't create the device this encounter.

Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a "zip gun" (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.

A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.

The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.

Mr. Fix It Professional The mechanic adds +2 to Repair rolls. With a raise, they halve the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise.


Weapon Range Damage RoF AP Shots Min Str Weight Notes
{$weapon} {$range} {$damage} {$rof} {$ap} {$shots} {$minStr} {$weight} lb. {$notes}


Armor Type Armor Bonus Min Str Weight Notes
{$armorType} {$armorBonus} {$minStr} {$weight} lb. {$notes}



Total Advances: {$totalAdvances} Rank: Novice
Rank Advance


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