ARC General ARC-4040 "Lift" by BrosivStalin

Species
Clone
Career
Ace
Specializations
Hotshot/Clone Pilot/Force Sensitive Outcast/Ataru Striker/Seer
System
Force and Destiny

6
Threshold 13
Current 0
Threshold 27
Current 0
Ranged 3
Melee 3

Placeholder Image

Characteristics

2
7
4
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 0
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 2
Piloting: Planetary (Ag) X 5
Piloting: Space (Ag) X 3
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 2
Brawl (Br) 0
Gunnery (Ag) X 5
Lightsaber (Ag) X 5
Melee (Br) 0
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 1
Knowledge: Xenology (Int) 0

Attacks

RGL-318 Rotary Grenade Launcher
Range
Medium
Skill
Gunnery
Blast 6, Cumbersome 3, Limited Ammo 6
Damage
8
Critical
4
"Vengeful Revanent" (An's first lightsaber)
Range
Engaged
Skill
Lightsaber
Defensive 3, Vicious 2, Sunder, Automatic Adv. against a single opponent, Blade Drain
Damage
11
Critical
1
Equal Lefts
Range
Long
Skill
Ranged: Light
Superior, Stun 3, Blast 5, Autofire, Disorient 3, Accurate 5, Pierce 4, one auto threat
Damage
15
Critical
2
"A Monument To My Sins"
Range
Engaged
Skill
Lightsaber
Lightweight, Two-Handed, Crossguard/ Defensive 1, 3 Auto Successes, 2 Auto Adv., Remove 1 Setback, Linked 1, Vicious 5, Breach 1, Sunder
Damage
13
Critical
1
"The Cathedral"
Range
Extreme
Skill
Gunnery
Accurate 4, Pierce 6, Knockdown, Auto Adv.
Damage
16
Critical
2

0
1140
1337
11/14

Weapons & Armor

soak:4
armor:3
encumbrance:1
hardpoints:10
sealable
stealth auto V
attachment: (superior, cortosis, hardened)
integrated holsters 1hp fully modded
Ion shielded 1 hp fully modded
biofeedback system 1hp fully modded
Threat monitor 1hp fully modded
strength enhancing system 1hp fully modded
optical camo system 1 hp fully modded
tac suite 1hp fully modded
repulsor pack 1hp fully modded
low friction coating 1hp fully modded
utility arm fully 1hp modded
Superior Shield Gauntlet

"The Cathedral"
droid targeting system
Upgrade ability on Ranged combat checks made with this weapon once. Add :black_large_square: to one Ranged combat check per encounter Mod, 1 Suffer 3 strain to remove y from Ranged
combat check Mod.
marked targeting firing lock
As an incidental designate a target while performing the Aim manoeuvre. This weapon will only fire at that designated target, All combat checks against that target cancel one additional t for every a. Only 1 target may be designated at a time, disengaging a lock requires a manoeuvre. 1 Cancel an additional t Mod
custom grip
Remove :black_large_square: from all combat checks. If not owner add :black_large_square::black_large_square: to all combat checks 1 Weapon Quality (accurate +1) Mod
sorosuub truesite
Allows shooter to aim as a incidental once per round at short range. Decrease the difficulty of perception checks to locate shooter in low light conditions by 1. 1 Weapon Quality (Accurate +1) Mod.
telescopic optic site
Reduces the difficulty of ranged combat checks at long and extreme range by one.
superior
Grants Weapon the Superior Quality (+1 damage, add an automatic a to checks using this weapon). (Can only be applied once)

Weapon Profile: Equal Lefts
Damage: 15
Crit: 2
Range: Long
HP: 6
Special: Superior, Stun 3, Blast 5, Autofire, Disorient 3, Accurate 5, Pierce 4, one auto threat
Attachments: Paired, Custom Grip, Blaster Actuating Module, Overcharged Actuating Module, Galven Pattern Resequencing, Electronic Sighting System

Personal Gear

Tool Kit
Can be used to make mechanics checks to repair devices.
10x Stim Packs
4x Spare Reloads
• AG/I mk. III Targeting Goggles
Increase the silhouette of a target by one when making a gunnery check targeting a starship or vehicle

Piloting Tool

Automatic success on piloting planetary
Supreme Craftsmanship (Upgrade piloting planetary)
Safety Feature (Advantage on piloting planetary)

Weapon Harness - Decreases Cumbersome Rating by 2

Cybernetic Arms - Agility +1 (Hidden Lightsaber)
Cybernetic Piloting Planetary.
Cybernetic Piloting Space.
Biofeedback Regulator
Cybernetic Eyes
Q22 Retinal Tracker Adv/ Gunnery/ Ranged Heavy

Assets & Resources

Lightsaber Training

Ashla Staff "Stick" - While wielding this staff, a character may spend 3 strain to add 1 light force result to the results of a force power check.

Protection Talisman: (Thumper's Necklace)
Effects: User may ignore environment effects such as fire, acid and corrosive atmosphere. Always act as if in a standard gravity field and breath normally underwater and in a vacuum. Burn quality cannot be activated against user.

Healing Accelerant:
Every time you heal one strain heal 7 more.

Etaan Crystal

"My Promise" -1/9hp-

Light Weight, Two-handed, Crossguard/ Defensive 1, Breach 1, Sunder, Vicious 1, Innate Parry Mod, Innate Reflect Mod, Superior (Damage +1, Add Auto adv), Fine-Tuned Emitter (Add auto adv.), Personalized Design (Add auto success), Customizable (+1 Hard Point)
Overcharged Power Cell - The wielder of this lightsaber can spend adv on a combat check to increase the damage dealt by 1 and the GM can spend 2 threat to decrease the damage dealt by 1
Extended Hilt- Increase Weapon's damage by 1. (Modified to plus 1 vicious.)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit Rise of the Sepratists Gain +1 Strain Threshold
Skilled Jockey Rise of the Sepratists Remove setback per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks.
Barrel Roll Rise of the Sepratists While piloting a vehicle or starship of Silhouette 3 or less, when hit by an attack, suffer 3 System Strain to reduce the damage of one hit by ranks in Piloting.
Full Throttle Rise of the Sepratists Take a Full Throttle action; make a 3 difficulty Piloting check to increase a vehicle's top Speed by 1 for a number of rounds equal to Cunning.
Improved Barrel Roll Rise of the Sepratists When the character takes the Barrel Roll incidental, reduce the damage of all hits of the attack by ranks in Piloting.
Natural Operator Rise of the Sepratists Once per session, may re-roll any one Piloting (Planetary) or Piloting (Space) check.
Dedication Rise of the Sepratists Gain +1 to a single characteristic. This cannot bring a characteristics above 6.
Fire Support Rise of the Sepratists After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds boost equal to ranks of Fire Support.
Let's Ride Rise of the Sepratists Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle as an incidental.
High-G Training Rise of the Sepratists When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain.
Assault Drop Rise of the Sepratists Once per session, the character may perform the Assault Drop incidental to allow allies to embark or disembark from a vehicle or ship they are piloting as an out-of-turn incidental.
Grit 2 Rise of the Sepratists Gain +1 strain threshold
Clanker Killer Rise of the Sepratists Before rolling a combat check that targets a droid, remove boost up to the character's ranks in Clanker Killer from the pool, and add an equal number of success or advantage to the results.
Tricky Target Rise of the Sepratists Count vehicle or starship piloted as having a Silhouette 1 lower when being attacked.
Fire Support x2 Rise of the Sepratists After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds boost equal to ranks of Fire Support.
Mission Critical Rise of the Sepratists Once per session after rolling a Piloting check, but before resolving it, the character may spend Destiny Point to add success or advantage to the results equal to their ranks in that skill.
Master Pilot Rise of the Sepratists Once per round when driving a starship, may suffer 2 Strain to perform any action as a maneuver.
High-G Training 2 Rise of the Sepratists When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain.
High-G Training 3 Age of the Rebellion When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain.
Grit 3 Age of the Rebellion Gain +1 strain threshold
High-G Training 4 Age of the Rebellion When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain.
Grit 4 Age of the Rebellion Gain +1 strain threshold
Grit 5 Age of the Rebellion Gain +1 strain threshold
High-G Training 5 Age of the Rebellion When a starship or vehicle being piloted would suffer System Strain, may suffer Strain up to ranks in High-G Training to prevent an equal amount of System Strain.
Uncanny Senses Rise of the Sepratists Add boost per rank of Uncanny Senses to app Perception checks.
Secrets of the Force Rise of the Sepratists Knowledge (Lore) and Lightsaber become career skills for the character.
Parry Rise of the Sepratists If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to reduce damage by 2 plus ranks in parry.
Reflect Rise of the Sepratists If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect.
Koiogran Turn Age of the Rebellion When an opponent has gained the advantage on a starship or vehicle being piloted, may perform a Koiogran Turn maneuver to remove the effects.
Force Rating Rise of the Sepratists Gain +1 Force rating.
Dedication Agility 6 Age of the Rebellion Gain +1 to a single characteristic. This cannot bring a characteristics above 6.
Jump Up Force and Destiny Once per round, may stand from seated or prone as an incidental.
Ataru Technique Force and Destiny When making a check with the Lightsaber skill, the character may use Agility instead of Brawn.
Reflect 2 Force and Destiny If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect.
Reflect 3 Force and Destiny If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 Strain to reduce damage by 2 plus ranks in Reflect.
Hawk Bat Swoop Force and Destiny Take the Hawk Bat Swoop action, make a Agility - Lightsaber combat check against a target within Short range, adding force dice up to Force rating. Spend force pip to Engage target and spend force pip to add adv. to the check.
Parry 2 Force and Destiny If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to reduce damage by 2 plus ranks in parry.
Saber Swarm Force and Destiny Perform a Saber Swarm maneuver, suffer 1 Strain to have the next Agility - Lightsaber combat check this turn gain the Linked quality equal to Force rating during check.
Saber Throw Force and Destiny Take the Saber Throw action, make a Lightsaber combat check as a ranged attack at a target within Medium range, adding force die no greater than Force Rating. Must spend force pip and succeed to hit the target, spend force pip to have the weapon return to hand.
Dedication Force and Destiny Gain +1 to a single characteristic. This cannot bring a characteristics above 6.
Conditioned Force and Destiny Remove setback per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned.
Balance Force and Destiny When the character heals Strain at the end of an encounter, he may add force die per Force rating. He recovers additional Strain equal to force pips generated.
Conditioned 2 Force and Destiny Remove setback per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned.
Dodge 1 Force and Destiny When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Quick Strike Force and Destiny Add boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Parry 3 Force and Destiny If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to reduce damage by 2 plus ranks in parry.
Dodge 2 Force and Destiny When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Force Powers

Force Rating
2
Power
Heal/ Harm
Description
The Force user bolsters his ally with renewed vigor, or saps is foe of vital energy.
Upgrade Effect
Mastery Heal: Once per session, spend 4 force pips to restore one target who died after end of user's last turn to life.
Harm: Once per session, when this power kills a target, may restore one Engaged character who died this encounter to life. Each character gains 7 Conflict.
Control 2 Heal: Spend force pips to remove one status effect from target.
Harm: The user may spend force pips to heal wounds equal to Wounds inflicted on target. Healed character gains 1 Conflict.
Basic Power Heal: Light side Force user only. Spend force pip to heal a number of Wounds equal to Intellect from an Engaged living creature (including user). (May not be activated multiple times.)

Harm: Spend force pip to inflict an number of Wounds equal to Intellect (ignoring Soak) on and Engaged living target. The user gains 1 Conflict. (May not be activated multiple times.)
Strength Heal: Spend force pips to increase Wounds healed by 1 per rank of Strength upgrades purchased.
Harm: Spend force pips to increase Wounds inflicted by 1 per rank of Strength upgrades purchased.
Control Heal: If no dark side generated force pip, target heals Strain equal to Wounds healed.
Harm: If any darkside were used to generate force pips, user heals Strain equal to Wounds inflicted.
Control Heal: May combine a 3 difficulty Medicine check with the Heal power check. If check succeeds, one target who heals wounds, also heals one Critical Injury.
Harm: May combine an opposed Medicine vs. Resilience check with the Harm power check. If check succeeds, one target who suffers wounds also suffers one Critical Injury (adding +10 to the roll per 2 adv.
Magnitude x2 Spend 2 force pips to affect one additional target within range per rank of Magnitude purchased.

Background

ARC-4040 started off as CT-4040 but after serving with distinction with the 501st at the Battle of Arantara he was selected to undergo ARC training. While at ARC training his instructors found he a knack for LAAT piloting. After shifting his training focus he found his place after training in a specialized flight of the 501st's Razor squadron as a dedicated pilot for the various ARC teams. Acquiring the nickname "Lift" from his predilection to quip "I heard you troopers needed a lift" after receiving call for a hot extract.

Motivation

**MOTIVATION**:

Comrades:
Warriors often fight for the people beside them, ensuring that as many of their allies make it back home as possible. The bonds of friendship forged under fire are among the strongest tow beings can share. There is little a Soldier wouldn't do to save an ally from the trenches.

Morality

**Compassion**:
The character cares about the tribulations others face, and wants to help those he comes across. His compassion may lead to self-sacrifice in order to aid those who need it.
**Caution**:
The character possesses commendable prudence, willing to always look before he leaps into a new situation. His forward thinking ways may have saved his fellows from dangerous situations on numerous occasions.

**Hatred**: The galaxy can be a cruel and heartless place, and compassion can quickly turn to hatred of the individuals or situations that cause others to suffer. When a character's mind roils with simmering hatred, that hatred may be all slow to fade.
**Coldness**: Self-reliance can slip into isolation if one is not careful. A cold character doesn't just desire to rely only on himself, but has nothing but disinterest for anyone else. If they can't help themselves why should he aid them?

Morality (100)

Description

**DUTY**:

Personnel:
More than machines, credits, or information, the people of the Republic are the most important and vital assets there are, and the Player Character knows this. He is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind; the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies.

Other Notes

Real Duty 930 CR 9
R%R 0 Hours
Ace of the Republic- +1 CR
Commando Cross- +1 CR
Intelligence Star- +1 CR
Search and Rescue Medal x2 (Permanent Boost on Perception, Vigilance, and Survival)

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