The Workshop – Heroes on Demand: Storrin Wesser

Copyright David Stirzaker.

Storrin Wesser

Species: Human

Copyright David Stirzaker.

Career: Smuggler
Specialization: Charmer
Obligation: Criminal (+10 magnitude for +10 XP)
Storrin was charged with the death of his father and the destruction of the dealership back on his home planet. He doesn’t know if anyone is actually looking for him, but he wouldn’t put it past the crime lord who framed him to still have his ear to the ground for news of the young man.
Motivation: Reward (Moral)
Storrin wants nothing more than to help people. It infuriates him that there are those suffering in the galaxy like he did and he wants to work to fix that. While he’s not a fighter, he can help those that are fighting that good fight.

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

Wound Threshold: 12
Strain Threshold: 12
Soak Value: 3
M/R Defense: 0|0

Skills: Charm 1, Cool 1, Deception 1, Leadership 1, Mechanics 1, Negotiation 1, Perception 1, Piloting (Planetary) 1, Streetwise 1, Underworld 1
Talents: Kill with Kindness 1 (remove 1 Setback Die from Charm and Leadership checks), Smooth Talker 1 (when making Negotiation checks, can spend a triumph to gain 1 additional success).

Equipment: heavy clothing (+1 soak value), light blaster pistol (Ranged [Light]; Damage 5; Range [Medium]; Stun setting), 2 stim packs, datapad, handheld commlink

Background: Storrin was born the only son of a landspeeder mechanic. His mother died giving birth to him, and so his father worked as hard as he could to support the boy. This meant that from the time he was born, “home” was a small lofted room in the garage the owner of the landspeeder dealership let them have for a portion of his father’s pay check. Storrin grew up around the speeders, and while his father taught him a thing or two about fixing them and keeping them running, the real fixation of his youth was watching the salesmen at work. He grew to appreciate the art form that was selling and trading and eventually wormed his way into the crew. The owner was impressed with the young man’s style and panache and began to entrust him with more and more responsibility around the lot. By the time he was grown, he was placed in charge of all but the most senior salesmen. Sales and profits started to grow under Storrin’s leadership and the young man found that he was able to afford the kinds of things for his father that the old mechanic had so desperately wanted to provide his son.

One night changed everything. He managed to talk a young socialite into taking a high end speeder that had just come into the inventory – much nicer than anything else they carried. He was going to use the earnings to send his father on vacation. He locked up the shop to go and get dinner for him and his father. While he was out the crime lord that was supposed to pick up the speeder, and the shipments of spice they were funneling through the dealership, showed up. His father was the only one left at the lot. Storrin heard the explosion and raced back to find his father dead and the dealership in ruins. Over the next few days he pieced together what had happened. A local crime lord was using the dealership to move large amounts of spice through the city. In exchange, the crime lord’s enforcers “encouraged” the population to use the dealership to repair their vehicles or buy new ones when they became necessary. Storrin’s father had stumbled into the arrangement, and had helped the owner on the condition that he leave his son out of it.

He also found himself a person of interest in the local investigation. He knew he wouldn’t stand a chance in the courts – the crime lord in question was not a forgiving man and would pin the crimes on Storrin for spoiling the last deal. He gathered what little he had and paid a merchant enough to smuggle him off planet without any questions asked, catching a ride as far as his credits would take him. Broke and alone aboard an Outer Rim space port, he knew he needed to do something to make his way in the galaxy. And so he started hustling what he could – scrap metal, droids, vehicles – if he could find a way to procure it and make some credits off of it, he did. This eventually caught the eyer of a “merchant” passing through and landed him a job aboard his ship. He uses his skills to make some extra credits for the smuggler, and in return he has room and board. He doesn’t always like the morally gray work he is sometimes required to do, but he figures it’s better than being in jail or dead. And maybe someday he’ll be able to use his skills to help someone else from the kind of injustice that he found himself saddled with.

Design Notes: Storrin is a quick and dirty character I put together and is a little different than your standard Charmer. He was even different before I started to consider the background of the character, starting off in my head as a play on the “used car salesman” (his rank in Perception was to “spot the sucker walking in). But he turned into more of a noble, tragic figure as I started to explore his character.

Storrin is a businessman and therefore lives in columns one and three of the Charmer talent tree. He has the skills to make good use of Inspiring Rhetoric, but I see him more as a character that works behind the scenes making sure that the rest of the group has what they need to get the job done, and staying well out of the way when the blasters are drawn. Trader or Entrepreneur are both solid choices for him to go into as secondary specializations. Either of them will very nicely bolster his existing skill set and give him more options for finding and maintaining contacts in the field. Quartermaster from Age of Rebellion gives him an interesting direction should he ever find himself in the employ of a group like the Rebellion when he can take his penchant for helping others and leverage it in a galaxy wide conflict.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.