Character Name

Katie (retired) by pgtips123

Species
Clawdite
Career
Engineer
Specializations
Saboteur, Demolitionist, Sapper
System
Age of Rebellion

5
Threshold 15
Current 0
Threshold 11
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
3
4
1
2

Skills

Skill Career? Rank Roll
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1
Cool (Pr) X 0
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 3
Medicine (Int) X 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) X 0
Resilience (Br) 1
Skulduggery (Cun) X 1
Stealth (Ag) X 1
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) 0
Gunnery (Ag) 0
Melee (Br) X 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Model 53 "QuickTrigger"
Range
Medium
Skill
Ranged: Light
Stun setting,, Reduce the difficulty of Mechanics checks to repair a Model 53 or modify
Damage
6
Critical
3
KS-23 "Hammer"
Range
Short
Skill
Ranged: Light
Blast 6(+4), Knockdown, Accurate 1
Damage
8
Critical
4
Plasma nade
Range
Short
Skill
Ranged: Light
Blast 10(+4),limited ammo 1
Damage
12
Critical
3
Stupid i dont like you nades
Range
Medium
Skill
Ranged: Light
Blast 6 (+4), Concussive 1, ensare 1, accurate 1,disorient 1
Damage
8
Critical
4
Fast ball special
Range
Medium
Skill
Ranged: Light
Blast 6 (+4), Accruate 2,
Damage
8
Critical
4

20
390
1045
11/17

Weapons & Armor

********Weapons*********
QuickTrigger (1 encumb)


KS-23 "Hammer" (3 enc 3/4hp)
~light weight frame (-1 enc) (1 mod 1 -1 enc done Fully modded)
~~~Electronic Sighting System (Allows shooter to aim as an incidental once per round at short range. Decreases the difficulty of Perception checks to locate the shooter in low light conditions by 1.) (1 mod to add accurate 1 done FULLY MODDED)
~~~ H9 pistol grip The Weapons skill changes to ranged light but add SETBACK to checks to fire it one handed. Reduce the range to medium if longer.

Fast ball special x1 (1enc)

Mk2 fast ball accurate 3 x4 (1enc)
****Armor****
Riv pattern custom armor: 3 enc 0/6hp
Soak 2
Defense 1r 1m
1 auto adv to resilience (special embellishment)
Sealable



Personal Gear

Load Bearing Gear: Increase the character's encumbrance threshold by 3

Utility belts increase a wearer's encumbrance threshold by 1.

MK. VI Modular Backpack: Increases the user's encumbrance threshold by 3, plus an additional 1 point of encumbrance threshold for each accessory pouch to a maximum of 3 (6 Total)

demolitions tool kit 4 Adv to remove 1 Despair (enc 4)

MILITARY BELT POUCH:It can hold 2 items of encumb 0 and you can draw them as an incidental (holding )

Supreme Specialist Resilience tool - Upgrades Checks Once , One auto Success. (1 Enc)

DataPad (1 enc)
The ubiquitous datapad can be found in even the most remote galactic locale. A powerful combination of communications device, holo messenger, handheld computer, and personal database, datapads combine a number of common electronics in one easy-to-use pack- age.

Assets & Resources

Items not on my person
**Armor**

Riot Armour (2 Soak 2 HP Encumb 3(0))




**Weapons**


Rocket pistol (3 encumb)
~loaded with 2 explosive and 1 anti armor
rocket


Detonite x2
Incendiary Grenade x3 (1 enc each)
Data-Purge Grenades x2 (1 enc each)
Basic crafted nades x4 (1 encumb each
Basic fast ball x1 (1 encumb, accurate 1)

Stupid i dont like you nades x4 (1 enc

accurate 1 +2 dam -1 blast incrase range x4 (1encum)

Plasma nade x2 (1 enc each)

**Gear**
Tool kit
Recon remote

Critical Injuries & Conditions

==74 hours downtime==

12 hour spent on crafting
1 hours spent on buying items
48 hours traded for 5 exp
48 hours traded for 5 exp
48 hours traded for 5 exp
48 hours traded for 5 exp

~utility arm Provides the character with an additional mechanical arm that can function as one of the character's normal limbs, although it does not provids the character with additional actions or maneuvers.The utility arm adds BOOST to Mechanics checks and may modify other checks at the GM 's discretion.

Talents

Name Book & Page Description
Rapid Recovery x1 Saboteur When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery.
Changeling As an action, may suffer 3 strain and make an Average (◆◆) Resilience check to change appearance to match a previously-observed silhouette 1 character. Observer must make an opposed Perception vs. Deception check to detect that something is amiss.
Second Wind x1 Saboteur Once per encounter, may use Second Wind inciden- tal to recover strain equal to ranks in Second Wind.
Toughened x1 Saboteur Gain + 2 wound threshold.
Powerful Blast x4 Saboteur x1,Demolitionist x1,Sapper x2 Increase Blast damage dealt by explosives, explosive weapons, and grenades by 1 per rank of Powerful Blast.
Enduring x1 Demolitionist x1 Gain +1 soak
Improvised Detonation Demolitionist Once per session, make a Hard (3 purple) Mechanics check to perform the Improvised Detonation action and build an explosive device. dealing damage equal to ranks in Intellect+ ranks in Mechanics + succsess
Grit Sapper x1 Gain +1 strain threshold
Construction specialist Sapper x1 Remove :Setback: equal to ranks in Construction Specialist from checks to construct defenes , positions . fortifications, and similar projects
Improvised Defenses Sapper May make a Average (2 purple ) Survival check to fashion small defenses. It providing cover for up to 4 characters for the rest of the encounter.
Selective Detonation Sapper x1 When using a weapon with the Blast quaility, spend 1 adv to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation
Master Grenadier Sapper Decrease the ADV cost to activate the Blast quality on any weapon used by 1 to a minimum of 1
Master Demolitionist Sapper When resolving an attack from a personal exploive or ordnance weapon, may spend :adv: or :tri; to have the weapon's Blast quality act at short range, or medium if it already acts at short

Background

Motivation

Challenge: It would be easier to leave things as they are, but these Engineers view difficulty as parr of the reword and a sign of their prowess. Similarly, the struggle against the Empire is perhaps the most important challenge they face.

Duties

10 Duty Swapped for 10 exp
10 duty Swapped for 2,500 credits


Psychological Warfare(175): Fear is not only the purview of the empire PCs with this duty attempt to spread fear among enemy forces in an effort to weaken moral and destroy the discipline that is the hallmark of the imperial army and navy. they also regularly combat imperial propaganda and look within the ranks of the Empire itself itself for personnel who might easily be swayed into joining the Rebellion

Description

***Spent Exp***
Species 90 + 10 from duty on characteristics




2nd rank of ranged light 10 exp


***Saboteur***(Starting)
05: □ □ □ ■ Rapid Recovery
10: □ ■ ■ ■ Powerful blast/Toughened/Second Wind
15: □ □ □ □
20: □ □ □ □
25: □ □ □ □

***Demolitionist***
05: ■ □ ■ □ Powerful blast/Selective detonation
10: ■ □ □ □ Toughened
15: ■ □ □ □ Enduring
20: ■ □ □ □ Improvised Detonation
25: □ □ □ □

***Sapper***
05: □ □ □ ■ Grit
10: □ □ ■ ■ Powerful Blast/Construction specialist
15: □ □ ■ ■ Improvised Defenses/Powerful blast
20: □ □ ● ■ Improvised Detonation (gained from Demo)/Master Grenadier
25: □ □ □ ■

Other Notes

*Character Creation: 120xp (90xp Race, 10xp Instead of Recruit, 10xp Exchanged Duty 10 because Sfl are great)

==== Mission Log
Mission 1: Operation Black Bridges +10 XP +15 Duty +300 credits
Mission 2: Operation Scholar's Mate: 25 exp 10 duty +1,500 credits
Mission 3: Operation Circle: Base 20 XP / 15 Duty 1800 credits
Mission 4: Operation Ghosts: 25XP/ 10 Duty / 300 credits (+5 duty for mission report)
Mission 5: Operation Cruise ship: 20xp 15 duty 300 credits (+5 duty for mission report)
Mission 6: Operation Gizer Moonwalk 25 exp, 15 duty,300 credits,24 hours
Mission 7: Operation Carpet Planner: 25 exp 10 duty 700 credits 24 hours
Mission 8: Operation Hamstring: 25 exp 20 Duty 400cr 24 hours
Mission 9: Operation Clean up: 25 exp, 20 duty, 800 cr (400 base 400 loot) 24 hours
Mission 10: Operation training wheels: 25 exp, 20 duty 400 creds 24 hours
Mission 11: Operation System Reset 25exp, 10 duty, 400 creds, 24 hours
Mission 12: Operation cloak and dagger: 20exp 5duty 400 creds 24 hours

==== CR Awards
CR1 Awards - (a)Workshop (mechanics)(b)utility arm (armor attachment)

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