Spy Rom by gringo

Species
Mandalorian
Career
Soldier
Specializations
Heavy; Recruit; Medic; Instructor; Archaeologist; Doctor; Gunslinger
System
Age of Rebellion

11
Threshold 36
Current 0
Threshold 28
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

5
5
4
3
4
4

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3
Charm (Pr) 0
Coercion (Will) X 2
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) X 2
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) X 2
Mechanics (Int) 1
Medicine (Int) X 4
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 3
Piloting: Space (Ag) X 0
Resilience (Br) X 3
Skulduggery (Cun) 0
Stealth (Ag) X 3
Streetwise (Cun) 0
Survival (Cun) X 2
Vigilance (Will) X 3
Brawl (Br) X 3
Gunnery (Ag) X 3
Lightsaber (Br) 0
Melee (Br) X 3
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 2
Knowledge: Xenology (Int) X 1

Attacks

Vibro-Bastard-Sword "Tactical Slicer"
Range
Engaged
Skill
Melee
Pierce 5, Accurate 2; Vicious 2; Superior
Damage
10
Critical
1
Customisêd Pistolée d'Énergée du Maniac "Shh.."
Range
Medium
Skill
Ranged: Light
Accurate 2, Vicous 2, Pierce 2, Stun Setting, Suppressed
Damage
8
Critical
2
Sap Gloves "High Five!"
Range
Engaged
Skill
Brawl
Stun 5, Concussive
Damage
7
Critical
5
Model 77 Air Rifle "We Need To Talk!"
Range
Long
Skill
Ranged: Heavy
Accurate 2, Pierce 4, Stun Damage
Damage
6
Critical

18/22

Weapons & Armor

::Armour::
Reinforced Clothing:
Soak 2; R+MDef 1; SE Stealth
|Integrated Holsters
||5 Weapons up to Encumbrance 3
||Add ■■ to Perception checks
||Sword, Shield, Air Rifle, 2 KWS ||Saberdarts holstered

::Weapons::
---------------------------------------------------
2x Wrist Blaster
|D: 6; Crit 3; Enc. 1; Engaged; R. Light;
|Limited Ammo 1; Pierce 4
---------------------------------------------------
2x KWS Mk1 Saberdart
|D: 1; Enc. 3; Long; R. Light; (2/2)HP;
|Limited Ammo 1
||Bantha's Eye +1 Adv.
||Paired
||both prepared with neuroparalytic
-------------------------------------------------
Built-In Customisêd Energey Pistolée:
|D. 8, C 2, Accurate 2, Vicous 2, Stun Setting
|Medium Range, HP (4/4)
||Custom Grip (Accurate 1)
||Suppressor
||BAM (+3 Damage, +2 Pierce)
||Blaster Energy Dampener
----------------------------------------------
Sap Gloves (Damage: 5+2; Crit 5) HP(1/1)
|Stun Pulse (Stun 5)
----------------------------------------------
2x Concealable Disc Launchers
|6 Dmg; Crit 3; Short; R. Light; Accurate 1
|Pierce 1, Vicious 1, Limited Ammo 4(x2)
||Linked 2 and no two weapon penalty
||if both shot
||ESS +1 Accurate
||Prepared with Standard Synthetic
||Neuroparalytic
---------------------------------------------------
Vibro-Bastard-Sword (Dmg: 8+2, Crit 1) HP(4/4)
|Vicious 2, Pierce 5, Accurate 2, Superior
||Custom Grip +1 Accurate
||Mono Molecular Edge -1 Crit +2 Pierce
||Augmented Vibro-Motor
------------------------------------------------
Model 77 Air Rifle
|Damage 6; Ranged Heavy; Long Range;
|Stun Damage
||Custom Grip + 1 Accurate
||ESS +1 Accurate
||Bantha's Eye
||2 Darts prepared with Neuroparalytic
---------------------------------------------
DH-X Heavy Blaster Rifle:
| Custom Grip:
||Remove ■ from all attack checks
||+ Accurate 1
|Augmented Spin Barrell
||+3 Damage
||+1 Accurate
||+1 Pierce
||Multi-Optics-Sight +2 Perception

Personal Gear

Comlink (handheld)
Utility Belt
Military Belt Pouches (2x)
Garotte Chrono
3 Binders
Earbud Comlink
Infrabinoculars (Long Range)
Ascension Pistol
Datapad
Medicine Specialists Tool
8x Sleeppack
Personal Stealth Field
Climbing Gear
Sound Dampener
Holographic Disguise Matrix
Holo Image Disguisers
Anti-Shock Blanket
10 Nannarium Roots
Combat Scanner
Mk III Backpack Frame +2 Storages

Aratech R82 Jump Boots:
|Sil.: 1
|Speed: 2
|Handling: -1
|SS: 3
|Max. Alt.: 35 m

Req: 10 Stims;

Assets & Resources

Military Pack
Entrenching Tools
Explorer's Knife
Load-Bearing Gear
6x Vutalamine
Mk. IV Modular Backpack Frame
+Accessory Pouch Attachment
Cerebral Stabilizer

Customizable Armor (R4 875):
Soak 2, HP (5/5), R+MDef 1, Enc 1, Sealable

|Custom Fit:
||Remove ■■ for all Athletics and
||Stealth checks

|Energy Dispersion System
||when suffering strain damage,
||count soak as 2 higher

|OmniScan 3
||Built-in general purpose scanner
||Adds □ to Perception checks to detect
||movement or hidden enemies.
||+1 Perception Mod

|Enhanced Optics Suite
||Removes up to ■■ Perception, Vigilance, ||and combat skill checks due
||to darkness, smoke, or other ||environmental effects that obscure ||vision.
||+1 Vigilance Skill

|Threat Monitor
||add 3 Advantage to Init checks
||add Quick Strike

|Multi Band Comlink

Bantha's Eye: +1 Adv.

2 Frag Microbombs (8 Damage, Medium Range, Blast 6, Disorient 1, 4 per 1 Enc.)

2 Stun Microbomb (8 Damage, Medium Range, Blast 6, Disorient 2, Accurate 1, Stun Damage, 4 per 1 Enc.)

Critical Injuries & Conditions

Cybernetic Appendages(7/7):

Biofeedback Regulator

Immune Implant:
|+1 Resilience

Brain Implant:
|+1 Intellect

Cybernetic Eyes:
|+1 Vigilance
|+1 Perception

Implant Armor
|+1 Soak

Cybernetic Reflexes
|Adds Rapid Reaction

Left Arm:
|Agility +1

Integrated Tools:
|Athletics: Retractable metal-spikes on the sole for crossing a slippery surface, climbing things like that

|Resilience: Premium coating, against heat, acid (environmental stuff) -> may hold it into a pool of lava or acid for a minute or so

|Survival: Axe-like tool to cut down things/trees

Builtin Weapon:
|Customisêd Energey Pistolée
|D. 8, C 2, Accurate 2, Vicous 2, Medium
|HP (4/4), Stun Setting
||Custom Grip (Accurate 1)
||Blaster Suppressor: ■■ to locate shooter
||BAM +3 Dmg. +2 Pierce
||Blaster Dampener

Left Leg:
|Brawn +1
|Unobtrusive: [s] to identify as Cybernetic

Integrated Tools:
|Athletics: Retractable metal-spikes on the sole for crossing a slippery surface, climbing things like that

|Resilience: Premium coating, against heat, acid (environmental stuff) -> may hold it into a pool of lava or acid for a minute or so

|Coordination: Tiny clamps(magnetic) to grapple onto a surface and hang upside down having arms free

|Stealth: Tiny, high-sensitivity Repulsors that allow teeny tiny floating moments to slide(avoiding activation of pressureplates/mines?)

Talents

Name Rank Book & Page Description
Toughened x10 Gain +2 WT
Second Wind x3 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Barrage x3 Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non- starship/vehicle weapons at long or extreme range. Add
Grit x15 Each rank of Grit increases a character's strain threshold by one.
Brace x2 Perform the Brace maneuver to remove ■ per rank of Brace from next Action. This may only remove ■ added by environmental circumstances.
Burly x3 Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.
Durable x4 May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
Side Step x1 Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number. Strain suffered this way cannot exceed ranks in Side Step.
Dedication x6 Agility x1; Brawn x1; Presence x2; Willpower x1; Intellect x1
Quick Draw Once per round, draw or holster a weapon or accessible item as an incidental.
Armor Master When wearing armor, increase total soak value by 1.
Outdoorsman Remove ■ per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Tactical Combat Training Melee and Ranged (Heavy) become career skills.
Vehicle Combat Training Gunnery and Piloting (Planetary) become career skills
Spare Clip Cannot run out of ammo due to Despair. Items with Limited Ammo quality run out of ammo as normal.
Jump Up Once per round, may stand from seated or prone as an incidental.
Rapid Reaction x3 The character may suffer a number of strain to add an equal number of successes to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Enduring x2 Gain +1 Soak Value
Forager Remove up to ■■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
Stimpack Specialization x5 Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Surgeon x5 When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
Well Rounded Cool and Stealth become Career Skills
Dodge x3 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number
Natural Doctor Once per session, may reroll any 1 Medicine check.
Bacta Specialist x3 Patients heal 1 additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care.
Stim Application (Improved) When performing Stim Application Action, may increase difficulty of check to Hard [◆◆◆], and target only suffers 1 strain.
Anatomy Lessons After a making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
Stim Application (Supreme) When performing the Stim Application action, spend Triumph to increase an additional characteristic by 1.
Stim Application Take the Stim Application action; make a [◆◆] Medicine check. If successful, one engaged ally increases one characterstic by 1 for the encounter and suffers 4 Strain
Conditioned x2 Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned.
Master Doctor Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
It's Not That Bad! Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a [◆◆◆] Medicine check to stop the ally from gaining the Critical Injury.
Physical Training x2 Add □ per rank of Physical Training to Athletics and Resilience checks.
Body Guard x2 Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.
Improved Bodyguard Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.
Master Instructor Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character’s ranks in Discipline for next Discipline check an ally makes.
Natural Instructor Once per session, may reroll one Discipline or Leadership check.
Heroic Fortitude May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn and Agility checks until the end of the encounter.
Well Travelled K. Core Worlds and K. Outer Rim become career skills.
Well Rounded Leadership and Coercion become career skills
Researcher x2 Remove ■ per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
Hard Headed x2 When staggered or disoriented, perform the Hard Headed action; make a (♦♦♦) Discipline check to remove status. (Difficulty reduced per rank of Hard Headed.)
Resolve x4 When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1
Pin Take Pin action; make an Opposed Athletics check to immobilize an engaged opponent until the end of the character’s next turn. Spend :triumph: to extend duration one round.
Stunning Blow When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
Field Commander Take the Field Commander action; make a Average (♦♦) Leadership check A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Impr. Field Commander Field Commander action affects allies equal to double Presence, and may spend :triumph: to allow one ally to suffer 1 strain and perform 1 free action instead.
Dynamic Fire When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.
Knockdown After hitting with a melee attack, may spend :Thriumph: to knock the target prone.
Pressure Points
Knowledge Specialization (Warfare) When making that skill check, may spend :triumph: result to gain additional successes equal to ranks in Knowledge Specialization.
Quick Strike x2
Lethal Blows x1 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Impr. Quick Draw The character may activate the Quick Draw talent twice per round (instead of just once per round).
Heavy Hitter Once per session, the character may spend :triumph: on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.
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.

Force Powers

Force Rating
Power
Unmatched Courage
Description
Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points to ignore the effects of all Critical Injuries for 6 rounds. When this effect ends, he suffers the effects of these Critical Injuries as normal.
Upgrade Effect
Survivor x2 While Unmatched Courage is active, add □□ to all checks to remove Critical Injuries.
Duration x2 2 rounds longer active. (2*2 = 4; 2+4=6)
See It Through While Unmatched Courage is active, the character does not become incapacitated when his wounds exceed his wound threshold.
Finish The Job While Unmatched Courage is active, the character adds +2 damage for each Critical Injury he is suffering to the first hit of each successful combat check he makes.
Increase Effect When Unmatched Courage is active, whenever the character would suffer strain, he may suffer that many wounds instead.
Too Tough To Die When Unmatched Courage ends, make a Hard [◆◆◆] Resilience check to remove one Critical Injury.

Background

Motivation

Duties

Description

Other Notes

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