Soldier by Damonator

Species
Laborer Human
Career
Hired Gun
Specializations
Mercenary Soldier
System
Edge of the Empire

6
Threshold 18
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Characteristics

4
2
2
2
4
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 2
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) X 2
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) X 1
Gunnery (Ag) X 1
Lightsaber (Br) 0
Melee (Br) X 1
Ranged: Light (Ag) X 4
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) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Missile Tube
Range
Extreme
Skill
Gunnery
Blast 10, Cumbersome 3, Guided 3, Breach 1, Prepare 1, Limited Ammo 4.
Damage
20
Critical
2
Thunderbird Scattergun
Range
Short
Skill
Ranged: Heavy
Blast 5, Knockdown, and Vicious 1.
Damage
7
Critical
4
Shovel
Range
Engaged
Skill
Melee
Cumbersome 4 and Improvised Weapon.
Damage
+3
Critical
5
Frag Grenade
Range
Short
Skill
Ranged: Light
Blast 6 and Limited Ammo 2.
Damage
8
Critical
4
Armor Piercing Grenade
Range
Short
Skill
Ranged: Light
Blast 4, Limited Ammo 2, and Pierce 3.
Damage
16
Critical
3

Weapons & Armor

Heavy Battle Armor: +2 Soak Value and +1 M/R Defense.

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Command 2 Add a boost per rank of Command to Leadership checks. Affected targets add a boost to Discipline checks for the next 24 hours.
Second Wind 2 Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
Point Blank 2 Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged.
Side Step Once per round, as a man- euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.
Confidence May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Strong Arm Treat thrown weapons as if they had 1 greater range.
Field Commander Take the Field Commander action; make an Average Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Natural Marksman Once per session, may re- roll any 1 Ranged (Light) or Ranged (Heavy) check.
Sniper Shot Before making a non- thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.
Improved Field Commander Field Commander action affects allies equal to double Presence, and may spend triumph to allow allies to suffer 1 strain to perform 1 action instead.
Grit Gain +1 strain threshold.
Toughened Gain +2 wound threshold.
Lethal Blows Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
Deadly Accuracy (Ranged Light) When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.
True Aim 2 Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
Dedication +1 Brawn.

Background

Motivation

Obligations

Description

Other Notes

Tough as Nails: Once per session, your character may spend a Destiney Token as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”

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