Kaz by Roundabout27

Species
Trandoshan
Career
Hired Gun
Specializations
Heavy/Pirate/Interrogator
System
Age of Rebellion

6
Threshold 19
Current 0
Threshold 15
Current 0
Ranged 1
Melee 1

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Characteristics

3
4
2
3
4
2

Skills

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

Attacks

'aKraB Clip-point Vibrodagger
Range
Engaged
Skill
Melee
Pierce 3, Vicious 1
Damage
+1
Critical
2
Heavy Repeating Blaster
Range
Long
Skill
Gunnery
Auto-Fire, Cumbersome 5, Pierce 2, Vicious 1
Damage
15
Critical
2
Malaxan Z50 Grenade Launcher [Dioxis Grenades]
Range
Medium
Skill
Gunnery
Blast 2, Cumbersome 3, Limited Ammo 6
Damage
5 (see below)
Critical
-

0
500
158850
16/17

Weapons & Armor

Malaxan Z50 Grenade Launcher [Dioxis Grenade] [Encum 5-2 (3)] [Enemies effected by Dioxis Gas must make a Hard resilience check for one dose and Daunting for two doses. Dioxis gas lingers for 3 rounds unless high winds dissipate.] [Superior +1 Advantage] [Integrated Illuminator -Remove two setback due to darkness at short range] [Electronic Sighting System - Aim as an incidental 1/round at Short range. In low light -1 difficulty to locate shooter]

Heavy Repeating Blaster [Encum 9-2 (7)] [Gyrostabilizer - -1 Cumbersome] [Superior - +1 advantage +1 damage] [Telescopic Optical Sight -1 difficulty at long and extreme] [Integrated Scanner - +2 advantage to initiative checks while drawn]

'aKraB Clip-point Vibrodagger [Encum 1] [Poison Reservoir - As a maneuver, the weapon's wielder may douse the blade in poison. Until the end of next turn, whenever the wielder successfully attacks a target (whether or not damage is dealt), the target also suffers the effects of being exposed to the poison.]

Taggeco Protector 1 Combat Armor [Defense 1; Soak 3; Encum 3] [Optical Camouflage System - Upgrades the ability of all Stealth checks twice while wearing this armor] [Superior +1 soak -1 Encum]

Personal Gear

Mk. III Modular Backpack (6 Accessory Pouches) [8 more Encumbrance!!]
Commlink [Handheld]
Holo-messenger
Synthetic Neruotoxin [8 doses]
Dioxis Gas [60 doses]
Stimpak [4]
Breath Mask [Encum 1]
Utility Belt [+1 Encum]
Military Belt Pouch [2 Neruotoxins placed inside at a time, can pull out as incidental]
Fingerprint Masque [Easy Cool or Decpetion check to fool fingerprint scanners]

Cybernetics and Tech:
Synthia's Neural Implant
Voice Emulator Implant [Change voice on a whim. After studying a voice, make a Hard deception check to emulate that voice, speech patterns, and intonations.]

Assets & Resources

Ship: The Kazanova

Ship Armory: Light Repeating Blaster "Corpse Burner" [Encum 7] [Under-Barrel Flame Projector -Add Cumbersome and new weapon] [Weapon Sling - Reduce Cumbersome by 1] [Laser Sight - Automatic Advantage] [Dam 11, Ranged: Heavy, Long, Crit 3, Cumbersome 4, Auto-fire, Pierce 1]
(Flame Projector; Dam 10, Short, Ranged: Heavy, Crit 2, Burn 5, Blast 2)

SoroSuub HOB Heavy Repeating Blaster [Encum 10-2 (8)] [Gyrostabilizer - Reduce Cumbersome by 1] [Damage 15, Extreme, Gunnery, Crit 3, Auto-fire, Cumbersome 6, Pierce 2, Vicious 1] [Telestopic optical sight -1 difficulty at long and extreme]
HP: 2

SoroSuub VX "Sidewinder" Repeating Blaster [Encum 8] [Damage 12, Crit 3, Range Long, Auto-fire, Cumbersome 6, Pierce 1, Vicious 1] [Gyrostabilizer - -1 Cumbersome]
HP: 3

Powered Capacitive Armor [Defense 1] [Soak 1] [Encum 4] [HP 2] [As a maneuver, may power the armor to gain +1 soak and defense, but lose free maneuver]

Vehicles:
"Kazter" - Wheelbike

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Know the Ropes DoR 105 Add boost to checks made to escape from restraints equl to ranks in Knowledge (Underworld). Spend triumph to free all other allies within short range.
Commanding Presence 2 DoR 105 Remove setback per rank of Commanding Presence from Leadership and Cool checks.
Intimidating 2 DoR 105, C&M 27 May suffer a number of strain to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.
Steely Nerves DoR 105 Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower and Presence checks until the end of the encounter.
Natural Rogue DoR 105 Once per session, may reroll any 1 Skulduggery or Stealth check.
Dedication DoR 105 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Agility)
Fearsome Rep DoR 105 Add automatic advantage to the results of Coercion checks equal to ranks in Fearsome Rep
Toughened 2 DoR 105 Gain +4 Wound Threshold
Quick Draw DoR 105 Once per round, draw or holster a weapon or accessible item as an incidental.
Bad Cop C&M 27 May spend two advantage from a Deception or Coercion check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Bad Cop.
Burly 2 DC 31 Reduce any wielded weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.
Barrage 2 DC 31 Add 2 damage per rank of Barrage to 1 hit of successful attack while using Ranged (Heavy) or Gunnery skills at long or extreme range.
Grit 3 C&M 27, DC 31 Add +3 to Strain Threshold
Regeneration Whenever a Trandoshan would recover one or more wounds from natural rest or recuperation in a Bacta tank, he recovers one additional wound. He does not recover one additional wound when receiving first aid or medical treatment from a character or when using a stimpack. Trandoshans can regrow lost limbs as well, though it usually takes at least a month before the limb is usable.
Claws When a Trandoshan makes Brawl checks to deal damage to an opponent, he deals +1 Damage and has a Crit Rating of 3.
Brace DC 31 Perform the Brace maneuver to remove setback per rank of Brace from next action. This may only remove setback added by environmental circumstances.

Background

Motivation

Duties

Obligation +10: Family

Kaz has spent his entire life away from home. Part of it was to escape the Hutts. Trandoshan family units have never been tightly woven, but he desired that closeness all the same. Over the years, his family passed while he was out hunting or at war. Kaz has been home three times in the last twenty years. Once, for a ceremony for his father's passing.

For the second, he stayed longer than he might have liked. He met the woman who would become his mate, and they had a son together. Briefly, Kaz thought he could finally settle down, but he still felt the call of Jagganath. For that matter, he had long been an infamous name in the Sonoran Sector. The farther away from them he could be, the better.

Several years after that, he came for his mother's ceremony for her passing. His son was nearly eight years old then. Now, he must be thirteen, and Kaz has not returned. He sends a portion of the credits he earns home, but he knows that isn't enough. For him, he feels, it is too late to create a bond with the son and mate he abandoned, nor does he believe he deserves that bond.

Description

Other Notes

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