Jan Jerik by mulan

Species
Mandalorian Human
Career
Hired Gun
Specializations
Mercenary Soldier, Death Watch Warrior, Gadgeteer, Vanguard, Operator, Gunslinger, Modder
System
Age of Rebellion

8
Threshold 32
Current 9
Threshold 20
Current 6
Ranged 2
Melee 2

Placeholder Image

Characteristics

4
5
2
3
4
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 3 πŸŸ¦β˜’β˜’β˜’β˜’+
Charm (Pr) 0
Coercion (Will) X 0
Computers (Int) 0
Cool (Pr) X 3
Coordination (Ag) 0 πŸŸ¦β˜’β˜’β˜’β˜’+
Deception (Cun) 0
Discipline (Will) X 3
Leadership (Pr) X 5 🟦🟦🟦
Mechanics (Int) X 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 5 β˜’β˜’
Piloting: Space (Ag) 0 β˜’β˜’
Resilience (Br) X 2 🟦+
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 3
Brawl (Br) X 4
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) X 5
Ranged: Heavy (Ag) X 0
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

2x Verpine Shatter Pistol
Range
Medium
Skill
Ranged: Light
Pierce 2, Accurate 1, Linked 1, Knockdown, Paired
Damage
8
Critical
3
H-7 "Equalizer" Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting, Superior, Pierce 2, Accurate 1, Inaccurate 1, Linked 1, Suppressed
Damage
10
Critical
2
Crushgaunts
Range
Engaged
Skill
Brawl
Sunder, Cortosis, Vicious 2
Damage
+4
Critical
1
2 x Vac Attack MK-127
Range
Short
Skill
Ranged: Light
Limited Ammo 4, Accurate 1, Linked 1, Pierce 1, Vicious 1
Damage
6
Critical
3
Exo Glove
Range
Engaged
Skill
Brawl
Knockdown, Stun 5
Damage
+2
Critical
4
Retractable Garrote
Range
Engaged
Skill
Brawl
Damage
0
Critical
-

5
2345
6649
11/13

Weapons & Armor

===========================
Weapons:
===========================

2x Verpine Shatter Pistol (Holstered)
-> Custom Grip (Modded Accurate 1)
-> Hair Trigger (Modded Inaccurate -1)
-> Paired
-> Jury Rigged (Reduce Adv for Linked)
-> Combat Tested (Modded Add β–‘ to checks to resist Fear)
----------------------------------------------
H-7 "Equalizer" Blaster Pistol (Holstered)
-> Superior (integral)
-> Blaster Actuating Module (Modded Dmg +2, Pierce 2)
-> Custom Grip (Modded Accurate 1)
-> Blaster Supressor
-> Hair Trigger (Modded Inaccurate -1)
-> Combat Tested (Modded Add β–‘ to checks to resist Fear)
----------------------------------------------
Crushgaunts (Holstered)
-> Jury Rigged (Crit)
----------------------------------------------
2x Vac Attack MK-127 Concealable Disc Launcher
-> Electronic Sighting System (modded Accurate 1)
----------------------------------------------
Cortosis Shield (Holstered)
-> Jury Rigged Reduce Enc

===========================
Armour
===========================

Mandalorian Armour
-> Integrated Holsters (Modded Quick Draw, Can Holster 5 Weapons)
-> Superior
-> Physiological Enhancement System (modded )
-> Ceremonial Adornment (Modded remove β–  from coordination checks)
-> Squad Tactical System (Modded Vigilance, Modded Perception)

===========================
Cybernetics
===========================

Cybernetic Left Arm (Brawn)
-> Retractable Garrote
-> Concealed Climbing Cord
-> Dart Gun

===========================
Ship
===========================

-> "Kom'rk A'den" Kom'rk-Class "Gauntlet" Fighter
(https://swsheets.com/v/d4pkk8v6f-a-den-bes-bavar)

Personal Gear

===========================
Carried Gear:
===========================

JT-12C Jetpack (Non Boarding)
(Sil 1, Speed 2, Handling 0, ST 4)
----------------------------------------------
Military Modular Backpack (Boarding Op (+3 Enc))
-> Oxygen Unit
-> Storage Unit
-> Concealed Climbing Cord
----------------------------------------------
Load-bearing gear
----------------------------------------------
Utility Belt
-> Concealed Climbing Cord
----------------------------------------------
2x Military Belt Pouch
----------------------------------------------
Symbol of Command
----------------------------------------------
Combat Scanner
-> Dart Gun
----------------------------------------------
Verpine Comlink
----------------------------------------------
2x Stun Cuffs
----------------------------------------------
Some Cunts Lighter
----------------------------------------------
10 doses Raquor Venom
----------------------------------------------
Kamperdine Clothing Specialist Body Glove

===========================
Other Gear:
===========================

Verpine Shatter Pistol (Spare)
----------------------------------------------
2x DR-45 Cavalry Blaster
-> Blaster Actuating Module (Modded Dmg +2, Pierce 2)
----------------------------------------------
Exo Glove

===========================
Unused Mods:
===========================

2x Wrist Mount
----------------------------------------------
Magnetic Weapon Tether
----------------------------------------------
Amphibious Modification
----------------------------------------------
Stun Pulse (Modded Stun 5)
----------------------------------------------
3x Squad Tactical System

Assets & Resources

===========================
CR Rewards:
===========================

CR 1 Exo Glove/Portable Plasma Shield
CR 2 T9 Stinger Assault Boarding Tube/Security Measures
CR 3 Superior/Autopilot Droid Brain
CR 4 G-1A Heavy Starfighter/Physiological Enhancement System
CR 5 Astrogation Droid Brain/Nightshadow Coating
CR 6 Crushgaunts/Verpine Shatter Pistol
CR 7 4R3 Light Assault Transport (for Fleet)/4R3 Light Assault Transport (for Fleet)
CR 8 Verpine Shatter Pistol/"Starmapper" Handheld Navi Computer
CR 9 Kom'rk-Class "Gauntlet" Fighter / Verpine Shatter Pistol

Critical Injuries & Conditions

===========================
Hours:
===========================

Hours Remaining - 60 hrs

===========================
Crits:
===========================

Talents

Name Rank Book & Page Description
Armour Master When wearing armour, increase total soak value by 1
Grit 7 Gain +1 strain threshold
Jury Rigged 4 Choose 1 weapons, armour, or other item and give it a permanent improvement while it remains in use
Point Blank 6 Add 1 damage per rank of Point Blank to damage of one hit of a successful attack while using Ranged (Heavy) or Ranged (Light) skills at shot range or engaged
Side Step 3 Once per round, may preform Side Step Maneuver and suffer a number of strain to upgrade the difficulty of all incoming ranged attacks by an equal number for for the next round. Strain suffered this way cannot exceed ranks in Side Step
Toughened 9 Gain +2 Wound threshold
Tinkerer 4 May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. If he loses a modified piece of equipment, he may apply Tinkerer to a new one
Dedication 7 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Gadgeeter -> Agility, Death Watch Warrior -> Cunning, Mercenary Soldier -> Presence, Vanguard -> Brawn, Operator -> Agility, Modder -> Willpower, Gunslinger -> Presence)
Spare Clip Cannot run out of ammo due to Despair. items with Limited Ammo quality run out of ammo as normal.
Jetpack Expertise The character may spend Advantage from checks they make to remove 1 system strain from a jetpack they are equipped with. (They may choose his effect multiple times when spending Advantage)
Conditioned 4 Remove Setback per rank of Conditioned from Athletics and Coordination check. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Hit and Run While the character is using a jetpack, after they complete an attack targeting an opponent they are engaged with, the character may imminently disengage as an incidental
Side Step (Improved) When a character performs a Side Step maneuver, until the start of their next turn, they may spend 3 Threat or a Despair from a combat check targeting them to inflict 1 hit on that attacker from a Ranged (Heavy) or Ranged (Light) weapon weapon the character is currently wielding. The hit deals base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character.
Confidence 3 1 rank from Battle Scar May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. If difficulty goes to 0, he does not have to make a check.
To the Death Once per session, the character may take the To the Death! maneuver, suffering strain no greater than their Willpower rating. For each strain suffered this way, add +10 to Critical Injury rolls the character inflicts and suffers until the end of the encounter.
Second Wind 2 Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind
Jump Up Once per round may stand up from seated or prone as an incidental
Command 2 The character gains 🟦 per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Field Commander The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter.
Deadly Accuracy When acquired, choose 1 combat skill (Merc Soldier - R.Light, Gadgetter - Brawl). Add damage equal to ranks in that skill to one hit of 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
Lethal Blows 3 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents
Moving Target 2 If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target
Rapid Reaction 4 Suffer a number of strain to add an equal number of Success to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction
Suppressing Fire 2 Character and allies in short range may spend one Advantage on failed combat checks once per round to inflict 1 strain per rank on the target.
Seize the Initiative Once per session, character may leap forward to create a daring distraction on the battlefield; perform the Seize the Initiative maneuver. Make a Hard Athletics check. If he succeeds, any number of other PCs who have yet not acted this round may immediately take their turns as if there were that many PC slots at this point in the initiative order. Each PC who acts this way counts as having acted for this round (and thus cannot act again this round). Initiative order returns to its previous order at the beginning of the next round.
Dynamic Fire When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1. So, when firing a Ranged (Heavy) weapon, the character only increases the difficulty by 1 when engaged, and when firing a Ranged (Light) weapon, be doesn't increase the difficulty at all.
Body Guard 1 Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn
Body Guard (Improved) Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.
Armour Master (Improved) 1 When wearing armor with a soak value of 2 or Higher, increase defense by 1
Short Cut 2 During a chase; add a boost per rank of Shortcut to any checks made to catch or escape an opponent
Full Throttle The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard Piloting check. With success, the ship's top speed increases by one for a number of rounds equal to Cunning. The ship still cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement).
Planet Mapper 1 The character removes ⬛ per rank of Planet Mapper from their Streetwise or Survival checks used to navigate on a world. In addition, such checks take 50% less time [this does not decrease with additional ranks of Planet Mapper].
Skilled Jockey 2 The character removes ⬛ per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks.
All-Terrain Driver When piloting a vehicle using the Piloting (Planetary) skill, the character does not suffer the penalties for driving through difficult terrain.
Shortcut (Improved) When engaging in a Race or Chase, the character may suffer two strain to add success equal to ranks of shortcut.
Quick Draw Once per round, draw or holster an easily accessible weapon or item as an incidental instead of a maneuver
Quick Draw (Improved) Twice per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Sorry About The Mess The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter.
Guns Blazing When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to refrain from increasing the difficulty of the check for attacking with two weapons.
Spitfire After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.
Call 'Em 1 This character does not add any (Setback) to his combat checks due the use of the Aim maneuver (see page 201 of the Edge of the Empire Core Rulebook)
Signature Vehicle The character chooses one starship or vehicle with a silhouette of 3 or lower that he owns. This starship or vehicle is the character's "Signature Vehicle." He upgrades the ability of all Mechanics checks made to work on the vehicle once. If the starship or vehicle is ever lost or destroyed, the character may apply Signature Vehicle to a new starship or vehicle that meets the requirements. The process of modifying and acclimating to the new vehicle may take some time at the GM's discretion. No two characters can have the same vehicle as their Signature Vehicle.
Larger Project 1 The character can choose a Signature Vehicle with a silhouette value 1 higher than normal per rank of Larger Project.
Resolve 2 When a character involuntarily suffers 1 less strain per rank of Resolve to a minimum of 1. This does not apply to voluntary strain loss.
Custom Loadout May add 2 additional hard points to Signature Vehicle
Quick Strike 2 Add 🟦 per rank of Quick Strike to combat checks against targets that have not acted yet this encounter
Hidden Storage 1 Gain Hidden Storage in vehicle or equipment that holds items with a total encumbrance equal to ranks in Hidden Storage. Checks to detect these compartments have a Formidable difficulty
Field Commander (Improved) When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend Triumph generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver.
Death from Above Once per encounter while using a jetpack, the character may take the Death from Above action; inflicting 1 system strain on their jetpacks and making a Hard Piloting (Planetary) check. If the check is successful for each Success after the first, one adversary of silhouette 0 or 1 within short range in knocked prone. The character may spend Triumph from the check to stagger one affected adversary until the end of that adversary's next turn.
Offensive Driving As a maneuver, suffer system strain up to vehicle's highest defense to upgrade the difficulty of targets next Piloting check that many times

Background

Jan was born and raised on Mandalore by his mother who raised him on her own after a 'dispute' caused her and his father to part ways. Jan never met his father and as far as he is concerned there is no need for him to do. His mother started training him following Jaster Mereels Supercommando Codex at a young age and Jan soon developed a natural affinity with both light arms and close quarters combat.

While he enjoyed his time on Mandalore Jan quickly became tired of the endless politicing and infighting. He decided to leave Mandalore and , like so many before him, ply his trade as a warrior and travel the galaxy. Thus he found himself arriving in the Lantillies sector where he has made a decent reputation for himself as a bounty hunter based of Bynarria.

Motivation

Professional

Simply put. violence is this character's business, and that business is never in short supply. The character knows no other way to make his way in the galaxy, and thus treats his lethal work as any other job.

Duties

Squad Leader

Ever since joining the 1st Regiment Jan has thrown himself into working with his teams to get the most out of any situation. Always trying to make sure the team is spread out in such a way to complete its tasks efficiently, making sure that he is doing his best to keep everyone else as safe as possible, even if that means putting himself in harms way.

Description

Jan is a tall and well built man with mid length dark hair and mismatched eyes (the left is grey while the right is a bright blue) as well as a closely cut beard. He tends to keep to himself and prides himself on being a consummate professional.

Lost his Left Arm on Operation Crimson Corsair Part III

Other Notes

10 duty spent on 2500 credits
+105 XP from Mandalorian Human
+15 from SFL bonus

Mission 1: Operation Rip Tide +25 XP +15 Duty +300 credits +5 Duty (Mission Report) +1625 credits
GMed Operation There's Something About Kaller +20 XP +10 Duty +300 credits +12 hours
GMed Operation Bland Joke +20 XP +10 Duty +300 credits +12 hours
Mission 2: Operation Mango Tango +25 XP +20 Duty +300 credits +250 credits +150 credits
Mission 3: Operation Blinded Cavern +25 XP +10 Duty +300 credits +5 Duty (Mission Report)
Gmed Helmet Shooter +20 XP +15 Duty +300 credits +12 hours
Gmed Raging Vassal +20 XP +15 Duty +300 credits +12 hours
Gmed Closed Vassal +20 XP +10 Duty +300 credits +12 hours
Gmed Cake Run +20 XP +15 Duty +300 credits +12 hours
Mission 4: Operation Cold Storage +20 XP +15 Duty +400 credits
Mission 5: Operation Fire Retardants +25 XP +15 Duty +500 credits (Battle Scar = Rank of Confidence for Agonizing Wound)
GMed Rampart Striker +20 XP +15 Duty +300 credits +12 hours
Mission 6: Operation Call Closer +25 XP +10 Duty +500 credits
48 Hours Spent on 5 XP
Mission 7: Operation Maximum Ambition Block 2 + 2a 25 XP +5 Duty +500 credits
Mission 8: Operation Rusted Cell +20 XP + 15 Duty +500 credits +5 Duty (Mission Report)
Mission 9: Operation Banana Boat +25 XP +15 Duty +500 credits
GMed Life Source +20 XP +10 Duty +300 credits +12 hours
Mission 10: Operation Strawberry +20 XP +15 Duty +600 credits
Mission 11: Operation Violet Corax +25 XP +5 Duty +600 credits
Mission 12: Operation Cracked Window +25 XP +15 Duty +600 credits +5 Duty (Mission Report)
GMed First Shot +20 XP +10 Duty +300 credits +12 hours
GMed Slim Pickings +20 XP +15 Duty +300 credits +12 hours
GMed Free Big Brother +20 XP +15 Duty +300 credits +12 hours
GMed Brothers Booty +15 XP +15 Duty +300 +12 Hours
GMed First Shot +15 XP +10 Duty +300 credits +12 Hours
GMed Narwhal Hunting +20 XP +15 Duty +300 credits +12 Hours
GMed Tundra Troopers +20 XP +10 Duty +300 credits +12 Hours
Mission 13: Operation Bandit Siege +25 XP +15 Duty +600 credits
Mission 14: Operation Blinded Judgment +25 XP +20 Duty +700 credits +5 Duty (Mission Report)
Mission 15: Operation Master Chef +25 XP +15 Duty +700 credits
GMed Snails Pace +20 XP +10 Duty +300 credits +12 hours
Mission 16: Operation Wayward Son +25 XP +10 Duty +700 credits
Mission 17: Operation Thermopylaeβ€Œ +25 XP +20 Duty +700 credits
GMed Snails Pace +20 XP +15 Duty +300 credits +12 hours
Mission 18: Operation Corpse Gutter +25 XP +20 Duty +800 credits
GMed Weeding +20 XP +15 Duty +300 credits +12 hours
GMed Snow Castle +20 XP +10 Duty +300 credits +12 hours
GMed Silent Hunter +20 XP +10 Duty +300 credits +12 hours
Mission 19: Operation Rusted Walls +20 XP +15 Duty +800 credits
Mission 20: Operation Hell's Herald +25 XP +25 Duty +800 credits
GMed Temperate Desperation +20 XP +15 Duty +300 credits +12 hours
GMed Pit Scraper +20 XP +15 Duty +300 credits +12 hours
Mission 21: Operation Rebel Rendition II +10 XP +15 Duty +900 credits
GMed Jenkins Prepper +20 XP +10 Duty +300 credits +12 hours
GMed Forced Closure +20 XP +15 Duty +300 credits +12 hours
Mission 22: Operation White Redemption +25 XP +15 Duty +900 credits
GMed Scream Jumper +15 XP +10 Duty +300 credits +12 hours
Mission 23: Operation Surprise Party +25 XP +10 Duty +900 credits
Mission 24: Operation Mothball +20 XP +15 Duty +900 credits
Mission 25: Operation White Noise +25 XP +10 Duty +900 credits
Mission 26: Operation Crimson Corsair Pt III +25 XP +15 Duty +1000 credits
Mission 27: Operation Crimson Corsair Pt IV +25 XP +10 Duty +1000 credits
GMed Artic Crusher +20 XP +10 Duty +300 credits +12 hours
480 hours turned in for 50 XP
GMed Rodeo Rescue +20 XP +10 Duty +300 credits +12 hours
GMed Cobra Quick Bite +20 XP +10 Duty +300 credits +12 hours
GMed Cobra Venom Entanglement +15 XP +10 Duty +300 credits +12 hours
Mission 28: Operation Open For Business +25 XP +15 Duty +1000 credits +5 Duty (Mission Report)
GMed Sudden Respite +20 XP +15 Duty +300 credits +12 hours
GMed Raging Veridium +20 XP +15 Duty +300 credits +12 hours
Mission 29: Operation Kamino 1 +20 XP +20 Duty +1100 credits
GMed Kasmirs Closet +20 XP +10 Duty +300 credits +12 hours
Mission 30: Operation Kamino 2 +10 XP +15 Duty +1100 credits
Mission 31: Operation Thin Line +20 XP +15 Duty +1100 credits
Mission 32: Operation Locker Raid +25 XP +15 Duty +1100 credits
Mission 33: Operation Radio Raider +25 XP +15 Duty +1200 credits +3500 credits
192 hours turned in for 20 XP
Mission 34: Operation Mysterious Sknowman +25 XP +15 Duty +1200 credits
GMed Battle of the Wrath +20 XP +10 Duty +300 credits
GMed Station Breaker Part II +15 XP +10 Duty +300 credits
Mission 35: Operation Station Breaker Part III +25 XP +20 Duty +1200 credits
Operation Galvanizer PbP +15 XP +1200 Credits
Mission 36: Operation Wrangler +10 XP +500 Credits
Mission 37: Operation Island Rustler +20 XP +500 Credits
GMed Wrights Inquiry +10 XP +250 Credits
GMed White Prey +10 XP +250 Credits
GMed Venture Growth +10 XP +250 Credits
GMed Sensor Jacker +10 XP +250 Credits
GMed Space Jacker +10 XP +250 Credits
Mission 38: Operation Salvage Jacker +15 XP +500 Credits
Mission 39: Operation Amethyst +20 XP +500 credits
192 hours turned in for 20 XP
GMed White Noise +10 XP +250 Credits
Mission 40: Operation 2% Milk Run +15 XP +500 Credits
GMed Town Hall +10 XP +250 Credits
Mission 41: Operation Snowsuit +15 XP +500 Credits
GMed Snap On +10 XP +250 Credits
GMed Ghost +10 XP +250 Credits
Mission 42: Operation Tranquil Vengeance +15 XP +500 Credits
Mission 43: Operation Black Granite +20 XP +575 credits
GMed Iron Curtain +10 XP +250 Credits
GMed Droid Foundry +10 XP +250 Credits
Mission 44: Operation Snowmobile +25 XP +500 credits
GMed Genesis Shadow +10 XP +250 Credits
Mission 45: Operation Snowplow +20 XP +500 Credits
Mission 46: Operation Boneyard +20 XP +500 Credits
Mission 47: Operation Gretel +20 XP +500 Credits
Mission 48: Operation Flashpoint +15 XP +500 Credits
240 hours turned in for 25 XP
Mission 49: Operation Gingerbread +15 XP +500 Credits
Mission 50: Operation Stonecutter +20 XP +500 Credits

Return to Top